Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag Aura-Mastery

The Light and How to Swing It: Latest holy paladin preview for Mists of Pandaria

paladin talents
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome.

The official Mists of Pandaria talent calculators were released by Blizzard recently, including a list of each talent tree's abilities. By diving into the skill list and analyzing the talents, there is a lot of information available. Most of the information is old, as we learned about many of the changes at BlizzCon and in the developer question and answer sessions.

It's hard to draw any concrete conclusions from the talent preview because the Blizzard team has stated that everything is still up in the air. Since the information is still in a pre-alpha state, I can guarantee you that what we're seeing today will be changed dramatically by the time Mists of Pandaria is released. While we can't make any firm predictions, we can gain some insight into the direction that holy paladins are headed, and we can offer feedback to the developers on that direction.

Read more →

Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: How to use holy cooldowns efficiently

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome.

Holy paladins are blessed with a robust selection of cooldown abilities, which improve our performance for a short period of time. Other classes like the restoration shaman have far fewer options for increasing their healing output on demand, which makes holy paladins one of the most flexible healing classes. In addition to boosting our single-target throughput, our cooldowns can also vitalize our AOE healing and reduce incoming damage.

When faced with such a large number of cooldown options, it can be difficult to pick the right ability for the job. Each of our cooldowns works in a unique way, with different strengths and weaknesses. By choosing the right opportunities to use each of our cooldowns, we can maximize our healing and minimize the chance of someone dying. Because of how powerful our cooldowns are, you should be using them on every boss encounter. They become especially important on heroic fights, as our healing capacities will be put to the test.

Read more →

Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: A holy paladin guide to Bastion of Twilight, part 1

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why all of Halfus' drakes don't wake up when they hear us fighting.

I always have a tough time deciding how to compose my healing guides for raid bosses. Talking about holy paladin theory is fun, but at the end of the day, we're actually being thrown into real raid encounters. We're expected to know how to heal through the incoming damage and handle all of the boss' special abilities. Knowing the specific healing per second of Divine Light isn't going to help you keep your tank alive. At the same time, there's no point in turning the holy paladin column into an esoteric version of StratFu by giving you a play-by-play review of every boss encounter.

Instead of boring you with a list of boss abilities that your raid leader is going to repeat anyway, I am going to try breaking down only what's specifically important for a holy paladin to know. You'll want to know when it's safe to use Divine Plea, when Holy Radiance is going to be most effective, and what you're supposed to dispel. Who should you put Beacon of Light on? Are any of our "Hand of" spells worthwhile on this fight? In addition, please feel free to ask any additional questions that you'd like to see answers to or add any suggestions.

Read more →

Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: The holy paladin checklist

Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we discuss how to mentally prepare for every encounter.

Way back in the day, before any of us had the opportunity to actually play the game, Blizzard was in the process of developing the classes of WoW. Rogues were designed to be sneaky stabbers and priests were based around doing heal-y things. Shamans and paladins were created to be in direct opposition to each other. The designated shaman archetype was the offensive hybrid, giving their friends extra damage potential and eventually Bloodlust.

Paladins were the antonym, created to help defend their raid and party from damage and to provide useful buffs. While much of the original intentions have been diluted via homogenization, paladins are still the ultimate defensive class. Unfortunately, in order to perform our role in the face of constantly changing opponents and venues, our toolbox of abilities has become fairly large. We've got a utility spell for nearly every situation, and there are a vast number of situations out there. The key to being an effective paladin is to do your homework and to come prepared.

Read more →

Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Beating the GCD


Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we examine how do deal with our biggest limiting factor: the GCD.

Playing a holy paladin is a lot like participating in illegal street racing. We drive as fast as possible, have no respect for law or our fellow man, and we live our lives a quarter mile at a time. Well, at least the last part is true. We play our class one second at a time, with only a moment's time to process our raid's status before making our next move. We play in a GCD-capped environment: limited by the game's own internal pacing instead of our mana.

It's because we're already capable of casting as fast as possible that our multi-target healing suffers. Most other healers can increase their number of spells cast per second to boost their healing output, whereas we're limited by the fact that we can really only heal one person per second. There are some tricks we can use to beating this GCD limit, and therefore raise our output over simply mashing Holy Light for five minutes a time. Knowing how to work efficiently in these short, one-second windows will ensure you're healing every last bit possible.

Read more →

Filed under: Paladin, (Paladin) The Light and How to Swing It

Patch 3.3 PTR: Ghostcrawler explains Paladin changes

You know how it goes. Blizzard nerfs Paladins, Paladins shake their heads in disbelief, then break out the pitchforks and scream bloody murder for a bit, beg Blizzard not to push through with the changes, and eventually run home and cry into My Little Pony sheets and staining pink underwear. Sure enough, when the recent PTR patch notes hinted at nerfs to the Paladin class, the pitchfork-wielding and bloody murder-screaming ensued. We're now about to enter the stage of bargaining. It's still on the PTR, after all. For those wondering what the bed-wetting ruckus is all about, Sacred Shield was nerfed to proc only once every 30 seconds (essentially proccing only once every cast of the spell unless augmented with talents), Aura Mastery was nerfed to 6 seconds down from 10, and Lay on Hands is being primed to be uncastable on one's self.

Ghostcrawler said that he didn't "want to promise (they) won't change the spell for 3.3," but that players also shouldn't "worry too much on the Lay on Hands change at this point" since it didn't make it to the latest PTR build. He explains in the forums that Paladins are no longer just a support class (as they were for quite a long time), but that all the abilities over time have contributed to making the class feel like a "one-man army" that is able to play offensively, defensively, and essentially take on more challenges without having to change stances, forms, or even specs. In a rather snippy response to a troll crying (with My Little Pony blanket in hand) in the forums, Ghostcrawler simply said, "Dear OP, Bye. Hugs, GC."

Read more →

Filed under: Paladin, Patches, Analysis / Opinion

Paladin changes in Patch 3.1 PTR build 9722


A new Patch 3.1 PTR build went up earlier and while there aren't any official patch notes, our data-mining friends over at MMO-Champion have dug up some goodies as usual. There aren't too many changes for Paladins in this build, but there are interesting stuff in there, not least of which was the unintended revelation of the internal testing on Crusader Strike. The more down-to-earth changes are as follows:

Holy
Divine Plea - now only reduces the amount healed by your Flash of Light, Holy Light, and Holy Shock spells.
This properly reflects Blizzard's intention of nerfing Divine Plea for Holy Paladins. The change allows healing from Seal of Light and Judgement of Light to go unimpaired, the latter particularly useful to Protection Paladins and Retribution Paladins. Considering that Protection is now designed to have maintain a 100% uptime on Divine Plea, this is an important distinction.

Aura Mastery - tooltip has been modified to properly reflect its 10 seconds duration.
The excellent new ability confused a lot of players who thought it was a permanent, passive ability. Don't freak out, people! It's an activated ability that lasts for 10 seconds and has a two minute cooldown. The tooltip should help dispel the cloud of confusion.

The rest of the changes after the jump...

Read more →

Filed under: Paladin, Patches, Analysis / Opinion

Everything you wanted to know about Aura Mastery but were afraid to ask


Perhaps you've heard about the new Holy Paladin talent Aura Mastery. If not, here's the basics: to get it, you need to drop 11 points in the Holy tree. For your investment, you receive a new skill which will, for ten seconds every two minutes, cause your Concentration Aura to make all affected targets immune to silence and interrupt effects and improve the effect of all other auras by 100%.

And though everyone tends to stop reading and gape for a moment when they hit the part about "immune to silence and interrupt," keep reading. That's right boys and girls, it will also double the effect of any aura you have up for its 10 second duration. Devotion Aura? Check! Retribution Aura? Check! Fire Resistance Aura? Frost Resistance Aura? Shadow Resistance Aura? Check, check, and check! Crusader Aura? Double-check! If you take a look at the video above, you can see Aura Mastery and Crusader Aura in action as two Paladins with Crusader Aura up race out on the Shimmering Flats racetrack. (That flash of light is Aura Mastery being aactivated.)

Read more →

Filed under: Paladin, Analysis / Opinion

Patch 3.0.2 primer for Holy Paladins


This was supposed to go up before the servers did, but as you probably already know, Patch 3.0.2 wasn't quite what we all expected. Now that servers are starting to go back up online, I can better write up this handy guide for the brave new world. Let's try to get as much of this right as possible. If you were as excited as I am -- and you should be -- you probably logged on as soon as your Realm went up, picked out all those cool talents you've been drooling over these past months, and went off reveling in your newfound power.

Good for you. Even though Patch 3.0.2 had a few hiccups, most of the important class changes made it through. I had to delete a lot of my macros and change a few. For one thing, Judgement and a Seal can no longer be cast within the same macro. This is because Seals aren't consumed by Judgements anymore, so they now share the same GCD. If you have macros for your Blessings of Freedom, Protection, and Sacrifice, you should edit them to cast Hands instead of Blessings. Lots of little things. I'll probably talk about that in The Light and How to Swing It. For now, we'll take a look at the talent trees and how we'll settle into the 3.0.2 world.

Read more →

Filed under: Paladin, Patches, Analysis / Opinion, Talents, Wrath of the Lich King

The Light and How to Swing It: Seals, Blessings and Auras part III


Alright, so much for Wrath of the Lich King. Everything looks cool so far and it's shaping up to be one heck of an expansion. Maybe somewhere in between Levels 70 and 80, Blizzard will throw in more creative Seals, Blessings, and Auras for the Paladin to play with. With the revelation that Death Knights will be sporting a Paladin-like ability called Presence, it's time for us to take a look at the Paladin's third core ability, the Aura. In many respects, Auras are the most defining ability of a Paladin because it's something that cannot be taken away from them. It is a Holy spell applied as a Physical buff, so it cannot be dispelled or stolen. Only the ridiculously overpowered Cyclone (you can quote me on that) removes it temporarily (it used to be permanent prior to Patch 2.2). But more on that later.

Auras are an important part of a Paladin's arsenal but are also the most underrated. If I had 1 Copper for each Paladin I've seen rush headlong into battle with Crusader Aura on, I would probably have enough Gold to train for Artisan Riding all over again. Auras are passive area-of-effect buffs that affect the Paladin and her party and cost nothing to cast. Because it is a party-wide buff, it helps to get the Holy talent Aura Mastery for more group utility. Auras can also be toggled in between eating and drinking or while mounted, but not while casting spells. As good as Auras are, however, it suffers from one major shortcoming: it activates the Global Cooldown.

Read more →

Filed under: Paladin, Analysis / Opinion, (Paladin) The Light and How to Swing It

WoW Insider Show 

Subscribe via  iTunes for our latest show.

Hot Topics


 

Upcoming Events


Around Azeroth

Around Azeroth

Featured Galleries

It came from the Blog: Occupy Orgrimmar
Midsummer Flamefest 2013
Running of the Orphans 2013
World of Warcraft Tattoos
HearthStone Sample Cards
HearthStone Concept Art
Yaks
It came from the Blog: Lunar Lunacy 2013
Art of Blizzard Gallery Opening

 

Categories