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Patch 3.3.5 known issues {WoW}

Jun 22nd 2010 6:09PM Performing the /eat emote while dancing as a male Bloodelf can cause some very unnatural character movement.


Pit of Saron - Scourgelord Tyrannus can remount Rimefang during the encounter.


You are not able to gain the buff from "Drums of the Forgotten kings" if you have a blessing from a paladin currently active.

Are not new issues to this patch. They have been around since the 3.3.0 patch came out.

Spiritual Guidance: Do's and don't's of priest healing {WoW}

Jun 20th 2010 11:13PM @Avan
I play a prot pally and I can tell you that you are 100% wrong. Dodge, Parry & Block are calculated BEFORE the shield absorption effect takes place, so we dodge, block & parry just fine while under the effects of PW:S. Your shields will LAST LONGER because we do infact dodge, parry and block thus avoiding the hits (or absorbing them through our block mechanics) and preventing the shield from having to absorb any damage. BoSanc, the prefered tanking blessing, works by giving us mana return on successful blocks, dodges and parry's and we still get mana back while under PW:S. The reason paladin dislike PW:S is that only effective heals proc Spiritual Attunement which is other way we regen mana, and a shield effectively reduces the mana return we have. (Unless you are spec'd in to Rapture, then it's not that much of an issue.)

The Light and How to Swing It: Gearing a new level 80 tankadin, part 3 {WoW}

Jun 3rd 2010 9:52AM "The Cataclysmic Chestguard from EoFs isn't as good for Paladins as it is for Warriors, stuff like Consecration, Holy Shield, Avenger's Shield isn't effected by Expertise."


Expertise is one of the best threat stats for all tanking classes (soft cap {"dodge cap", -6.5%} at 214 expertise rating [26 expertise]; it completely removes dodges from the attack table; hard cap {"parry cap", -14%} at 460 expertise rating [56 expertise]; it completely removes dodges and parries from the attack table) and the Frost emblem chest can almost soft cap a tank in expertise with just this piece of gear. It also has a massive amount of bonus armor. That extra armor (which equals about 100 extra stam for a paladin) = Effective Health which is king in ICC. This chest is better then the Paladin T10 for tanks doing only 10 man content, is considered BiS for melee heavy fights, and is only replaced by the Sanctified version in 25 man content.

All that bonus armor makes this an excellent piece for paladins (and all tanks), and the expertise actually sweetens the pot.

The Light and How to Swing It: Gearing a new level 80 tankadin, part 3 {WoW}

Jun 3rd 2010 8:00AM OH! I understand now. =( I thought you were saying the frost badge off tier gloves and chest had toc level equivalents. I Just had to read that over again. I get you now.

The Light and How to Swing It: Gearing a new level 80 tankadin, part 3 {WoW}

Jun 3rd 2010 7:51AM The 264 chest and gloves do not have ToC equivalents unless your doing Heroic ToC

Ready Check: AVR is dead -- what did we learn? {WoW}

May 28th 2010 6:21PM AVR modified the actual game world by drawing various items on it. DBM does not. There is a world of difference between what DBM does and what AVR did. DBM is the base coach yelling at you to steal third base and try for home plate after the pitcher throws the ball. AVR was spray painting a line on the ground showing the player the path to run and and when to slide into home plate before the even pitcher threw the ball.

Spiritual Guidance: A priest's guide to tanks {WoW}

May 24th 2010 3:33PM Yes, but you were suggesting that it may be easier for new healers to keep a pally tank up because the pally's have the Divinity talent, when in actuality few pally tanks that know what they are doing and how to spec will have actually taken that talent in question. A new healer will be expecting an "easier time" based on a talent that the tank isn't even spec'd into. In reality any tank that is spec'd for survivability and EH will be easier to keep up. A single 5 point talent will not make or break a healers ability (or lack of) to keep a tank up.

Spiritual Guidance: A priest's guide to tanks {WoW}

May 24th 2010 1:52PM Divinity is pure over heals for a tank. Your getting topped up by spam heals 99% of the time, so why would you want an extra 5% healing when any good healer is already healing you to full and keeping you there? Now a holy pally would love this talent because it increases the healing they put out by 5% meaning they put out more heals for less mana cost. They also gain the benefit of 5% more healing on themselves if they get in a situation where they need a heal, especially since no one spam heals the healers. Next time you are tanking check the overheal meter and see alot of heals you received have become overheal anyway because you will have been spam healed during the fight, so divinity is adding to that with no real benefit, whereas you could increase your dps by a margin to reduce the fight length and increase your treat gen as a happy bonus side effect.

And, No, your build is not the most popular Tanking build. Mater of fact your build is about 4 patches out of date, and even when it was considered a "good build" it was a beginning tank build and by no means a raid build. 0/53/18 is the spec of choice for 90% of Raid tankadins. Its been shown time and again on EJ, tankspot,, and the official paladin and tanking forums that Divinity is simply overhealing and not worth the 5 points. Seals of the Pure has also been shown to be far less threat generation then going further down the ret tree and picking up Vindication and Crusade. PoJ and SoC are both favorable to take as well as SoC ups your tps on trash and PoJ is a movement increase that helps substantially on several fights. Only 1/2 Spiritual Attunement is needed because you will be constantly spam healed thus regenerating mana, and you will have Divine Plea up 100% of the time if you have taken GbtL, so that extra point can be used in the ret tree as well.

Spiritual Guidance: A priest's guide to tanks {WoW}

May 24th 2010 12:59PM Wrong. 1000% Wrong. Divinity (Increases all healing done by you and all healing effects on you by X%) is a talent that a good protection pally should not take or even think of taking. It's mainly a holy pally talent. Divinity for a tank basically equates to "please over heal me!" because in the current style of "Spam the shit out of the tank with heals" game play that is all that extra 5% healing does is become worthless overheals. The points in Divinity are better spent in talents that actually increase your survivability. Suggesting that the extra 5% healing received by a tank with this talent makes then easier to keep up is ridiculous and shows a fundamental lack of understanding the talent and healing mechanics.

Patch 3.3.3 PTR: What the Vitality change means for warriors {WoW}

Feb 25th 2010 7:25AM Wait, wha? They nerf pally health then they buff warrior hp twice now? I used to be about 300-400 hp different then warriors in similar gear (im in 245/251 gear) now im 1700-2k less then most warriors i lesser gear. Now im going to be further behind? And it will get worse the better gear I get. I really don't think health is the reason other tanks were below pally's or that adding more hp to warriors will fix them. It feels like they are doing the "Lets throw shit at the wall and see what sticks" method of fixing classes now.