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Posts with tag Auras

The Light and How to Swing It: The shrinking paladin toolbox

The Light and How to Swing It The shrinking paladin toolbox
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 9 other people, obsessing over his hair, and maintaining the tankadin-focused blog Righteous Defense.

If there's one thing in WoW that's a major sticking point at the start of every expansion, it's the constant change in each class's abilities at launch. We all know the pain: Some abilities come in, some are changed to a whole different creature, and others just fade away. People hate the idea of having to relearn their class, for sure, but most of all what I hate is the idea of losing some old friends to the march of time.

We all fondly remember one ability or another from auld lang syne in WoW. The game feels a slight bit emptier without it, though you'll cope, because there's really no way to turn back the clock. Once an ability hits the chopping block, it seldom comes back. (Unless it's Blinding Light -- that one definitely got a second chance.)

Let's talk about a few of the amazing paladin abilities that were tossed out on the heap, as well as what's currently getting its head jammed in the guillotine.

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

Addon Spotlight: Power Auras


Addon Spotlight
focuses on the backbone of the
WoW gameplay experience: the user interface. We'll look at everything from bags to bars, buttons to DPS meters and beyond -- your interface folder will never be the same! This week, I give in to demand and talk about Power Auras.

The time has come. The granddaddy of notification addons is again at the forefront of Addon Spotlight, and for good reason. Power Auras comes with an ingrained passionate user base of people who swear by the addon. But why? Today, we take a look at the fervor behind Power Auras and some wonderful use cases, and we declare the winners of the TCG loot card raffle for a Tiny! and Slashdance card for two lucky winners. Speaking of the contest, thank you all for responding so positively to the Power Auras submission contest. I received so many amazing emails that ran the gamut of suggestions and use cases for Power Auras that it was incredibly difficult to choose who to feature in this spotlight.

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Filed under: Add-Ons, AddOn Spotlight

AddOn Spotlight: NeedToKnow

Addon Spotlight focuses on the backbone of the WoW gameplay experience: the user interface. We'll look at everything from bags to bars, buttons to DPS meters and beyond -- your interface folder will never be the same! This week, we look at a different style of cooldown, debuff and buff tracker.

In a previous Addon Spotlight, I reviewed Sexycooldown, a timeline-style buff/debuff/cooldown timer that brings with it functionality and an awesome look and feel. This week, I wanted to showcase another of my new favorite addons that performs certain tasks similar Sexycooldown/ForteXorcist, but does so in a different style. A few emails that I have received have asked for a bar-style cooldown and debuff tracker. Well, here is your answer: NeedToKnow. I've tried my absolute best to avoid a dumb joke about "you're on a need-to-know basis," but you do need to know about NeedToKnow! NeedToKnow.

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Filed under: Add-Ons, AddOn Spotlight

The Light and How to Swing It: The Retribution solution


A while back I wrote a short post pointing out to the community that now is a pretty ripe time to see how Retribution can be improved. Ghostcrawler and the devs have taken an interesting direction with the Retribution tree, and although they've recently mentioned that there will no longer be big changes throughout Wrath of the Lich King, it's still a good time to examine the spec. It's come a long way since the launch of the game and 'lolret' is arguably a term now only used in spite and no longer with genuine ridicule. Ridicule and some fear and loathing, maybe, but no longer just ridicule.

Despite the statement that there'll be fewer changes to classes in the foreseeable future, Ghostcrawler did say "there will be some (changes)" in addition to "tweak(ing) numbers up and down as needed". So don't despair, Fury Warriors, you'll be swinging those two-handers once again in glory one of these days. I'm also dead certain that Paladin tweaks aren't quite done. For one thing, we know that Crusader Strike is in line for some coolification. Another is that Exorcism was quickly hotfixed not to work on player targets as precursor to what Ghostcrawler calls "a little more tweaking" to the class. So while I asked the community to share their thoughts on how to improve Retribution, it's taken me much, much longer to ruminate. Humor me for today as I go share my own thoughts on the matter.

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

Aspects, auras, Survival Instinct off GCD; new aspect

Yes, it's true. The following will now be off the global cooldown in Wrath of the Lich King, but will have a 1-second cooldown of their own to switch between them:

The new Druid talent Survival Instincts is also being taken off the GCD, which I can really appreciate - tanking gets quite frenetic.

But that's not all! After putting aspects off the GCD, the devs decided they weren't happy about how it made you feel like you had to "stance-dance" to Monkey every time someone came into melee range. So they're introducing a whole new aspect: Aspect of the Dragonhawk, which combines the benefits Monkey and Hawk into one aspect. This spell will be learned at level 75 and 80, instead of learning new ranks of Hawk. The idea, says Ghostcrawler, is that you'll never cast Hawk or Monkey again after 75; you'll just use Dragonhawk for fighting and Viper when you need some mana back.

I have mixed reactions to this change. It'll be nice for hunters, who already have enough spells to deal with between shots, melee, traps, pet skills, etc. However, it seems like they might as well just make +AP and +dodge built in to Hunters, remove Monkey, Hawk, and Dragonhawk, and put a penalty on Viper corresponding to the now-innate +AP/+dodge. The whole Aspects system has always felt a bit half-baked to me, to be honest. Also, I'm not quite sold on the Dragonhawk name, but I guess it's better than "Monkeyhawk."

Filed under: Druid, Hunter, Paladin, Wrath of the Lich King

Breakfast topic: Like birds of a feather

When I queue up with friends, I expect to play by their side. Whether we're conquesting new objectives, defending our assets, running a flag, or retaking lost towers, two or three people dedicated to working together stand a better chance than one person alone. When I wear the battleground crown, I make sure that whoever I came in with is in my group. I also answer other people's requests to be placed with their friends. Those groups are likely to be fighting side-by-side.

When someone else is not the leader of the battleground, it can be exceptionally difficult to be transferred among groups. This is not like saving a spot at the lunch table for a friend, but it's about winning the game. I've been playing Paladin lately, but I usually play Shaman. As it stands now, only people in my group can receive the benefit of my Auras and Totems. This may be changing in the future, when some of these buffs will affect the entire raid. For now it just makes sense to honor these requests. If the players have a working synergy, the entire team does benefit from placing them together.

How do you handle grouping in the battlegrounds?

Filed under: Analysis / Opinion, Tricks, PvP, Breakfast Topics, Battlegrounds

Is World of Warcraft really World of Diablo?

So how do you design Diablo 3 anyway? Bargain Bin Reviews has an idea -- just retrofit World of Warcraft. Shift talent points to spells, decrease enemy health and damage and increase the number of enemies by a factor of 10 or so, do away with healing spells and tanking, and you're essentially done. It's a bit silly and a bit tongue in cheek, yes, but it also brings up a good point. In the end, WoW is probably influenced by Diablo 2 as much as it is by Warcraft 3, if not more.

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Filed under: Analysis / Opinion, Odds and ends, Blizzard

Hybrid Theory: Is it too much?


Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.

Here on Hybrid Theory, we've done a lot of glorifying the group utility that Hybrids provide. It's one of their strongest points, and the factor that could make or break their raid spot in a setting of pure recruitment. Recently, I discussed the direction this concept of utility is going with a few raidmates of mine, and some interesting points were made.

The synergy between classes in The Burning Crusade is powerful, but moving in a direction in which the classes and specs become too reliant on one another, or you have to decide which hybrid is more important to you than another hybrid in the same role. Some class/spec combinations simply can't perform in a raid setting without a specific hybrid class alongside them. Some hybrid classes can't perform without other hybrids in their group. This poses a problem for the pure classes, and even though we don't know the exact details of the Death Knight, adding another class may only make things harder.

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Filed under: Druid, Hunter, Paladin, Shaman, Warrior, Analysis / Opinion, Hybrid Theory, Death Knight, 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.

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

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