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Posts with tag Avengers-Shield

The Light and How to Swing It: Paladin Protection glyphs


Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Please send screenshots as well as any comments to my email at gregg@wow.com.

We've recently looked at builds for protection and retribution, so let's continue that trend and take a look at glyphs. I'm going to review all of them, as we're getting pretty close to Cataclysm, and I'm going to also review them in a more global context instead of talking about what is going to help you on hard-mode Lich King.

The way I've set it up is that everything that you're likely going to want without question has an asterisk next to it; those are pretty much things you'll want to take. If you look through the major and minor glyphs, you'll notice that there aren't very many marked as such. There's a reason for that. We just don't have that many spectacular glyphs that are useful in all situations for those types. That's not to say the other glyphs are bad (well, some are, but we'll get to that), but they're more situational and require some choice on your part.

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

The Light and How to Swing It: BlizzCon paladin info roundup


Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Please send screenshots as well as any comments to my email at gregg@wow.com.

So this is pretty much going to be a collection of blurbs from the BlizzCon 2010 class Q&A panel. Some questions that were asked throughout the day were things that have come up in the past, but others had new information that hadn't even hit the beta servers yet. The panel members from left to right consisted of Greg "Ghostcrawler" Street (WoW lead systems designer), Kris Zierhut (WoW senior technical game designer), Owen Landgren (WoW game designer), Ion Hazzikostas (WoW game designer) and Chris Kaleiki (WoW associate game designer).

I went back and tried to do a much more thorough job at transcribing the information than we do in our live blogs (because none of us can type as fast as Ghostcrawler speaks). Also, I've added a "too long didn't read" (TLDR) version of each question at the beginning for those of you who don't read the whole post before commenting. For the rest of you, there is a full transcript as well as links I've found to videos of the panel on YouTube and linked directly to where the question is asked, if you want to actually see what was happening. This isn't official video, so it might get pulled for copyright issues, but until then, it's a great reference.

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

The Light and How to Swing It: Protection and retribution builds in 4.0.1


Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Please send screenshots as well as any comments to my email at gregg@wow.com.

Hi. I've got a quick thing to report on before we get to the meat of the article. If you were tanking those first couple days of patch 4.0.1 and you seemed to be taking extra damage, almost as if you weren't crit-immune, there is a reason for that. There was a bug that made us vulnerable to crits in 4.0.1. It should be fixed now, but I received a couple emails about it from people who were extremely concerned about their survivability. Try things again and see if you're still having issues.

We really need to talk about talent builds. I know we're a week after the patch at this point, but due to how much we've changed throughout the course of the beta, I've developed an innate fear of committing to talent builds. Part of this comes from having had talents moved between trees each build. Other parts of this come from seeing talents keep the same name yet be completely changed as far as what they do. I really wanted the patch to drop before doing this, because I didn't trust Blizzard to keep things the same from the PTR/beta build to the live build. However, that is in the past. Let's look toward the future.

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

The Light and How to Swing It: Protection in patch 4.0.1


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons. Please send screenshots as well as any comments to gregg@wow.com.

My fellow tankadins, I know we haven't talked in a while. I've been talking to the ret pallies lately, but I haven't forgotten about you. The main reason is that I kind of swapped over to retribution during that time period where the devs were mucking with Holy Shield so much, and it was a little more consistent to swap over to something else during that time period. I even had my newish tanking gear back on while playing on the beta lately.

However, a lot has changed since we last spoke, and it would behoove us all to get down to business. Tanking as you know it, with our fairly static rotation of 96969, is gone. Divine Plea's refreshing with melee hits is also gone. Also, we now have another resource bar to watch, in addition to mana. Be not afraid. There are answers beyond.

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

The Light and How to Swing It: Prot talents in Cataclysm

With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons. Please send screenshots as well as any comments to gregg@wow.com.

If you saw my column last week, you'll notice that I've been less than thrilled with the way the protection tree had been progressing in the beta. Sure, things have been getting better, but it has felt as if the whole tree is fairly unsettled. With the latest build, we're finally starting to see things get a little smoother and the mechanics to make a little bit more sense. Keeping Holy Shield up is easier than in previous builds, and a lot of depth to the types of strategies we can have while tanking has greatly improved. Also, our mastery bonus has been official revealed.

I'm going to use the same type of disclaimer that I did on the ret talents article. These may not be the talents we'll end up seeing when the expansion hits, but they're getting there. Some talents will look pretty close to how they exist currently, while others have absolutely nothing to do with their current versions. Let's go take a look.

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

The Light and How to Swing It: Less AoE


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon an entire flight of black dragons.

Paladins have changed a lot over the course of the game. Originally, we were intended to just be healers with some additional specs for leveling. Then we were suddenly able to tank and everything was about reflective damage with a dozen or more things hitting you at once with a DPS spec that was usually relegated to the PvP scene instead of in raids. Finally, we've reached a point where all three specs are pretty viable in both PvE and PvP content. That isn't to say that they're the most phenomenal things to ever appear for those particular parts of the game but that we can still be competitive no matter which spec we choose.

The problem with our class is a lack of tools. While our melee components were slowly built out of what was intended to be a healing support class, we've still got a lot of vestiges of the old days tacked to us. Sure, we had a fairly large overhaul in how a lot of our mechanics worked at the start of Wrath of the Lich King, but that isn't to say we're perfect yet. In fact, we need a few more tools in order to make it in Cataclysm.

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Filed under: Paladin, Cataclysm

The Light and How to Swing It: The low level tank part 2


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and helps with the puppet shows at the Argent Ren Faire up in Icecrown. This week he's trying to help those of you crazy enough to tank Gnomergon when it's still a level appropriate instance.

We're doing a much longer than expected series of articles on the low level dungeon runners now that the new cross-realm Dungeon Finder is up and running. This is part two of our series on the low level tank. Last week we talked about the basics of threat, avoidance, mitigation, and what stats to be on the lookout for when choosing gear.

We did promise to get into talents and skills this week, but that would have ended up being three pages long. So we're going to leave skills until next week and just concentrate on talents this time around. If you're extremely new, take a look at this nice article explaining talents for new players. If you've got that down, let's start move on to more paladin specific info.

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

The argument for paladin stances

Righteous Defense lays out an intriguing argument for an idea that I still personally can't get behind: paladin stances. The recent changes around patch 3.3 have shined a light on paladin versatility, and basically, paladins are forced to pay the hybrid tax three times over -- because they can do it all without limiting themselves, they can't do anything as well as other classes. So RD makes the suggestion: instead of letting paladins have all of their spells under any aura, it's time to narrow things down a bit. Devotion Aura becomes tanking stance, gets Righteous Fury's threat bonus added to it, and enabling it makes pallies lose some other abilities (Avenger's Shield is RD's suggestion). Retribution Aura becomes a DPS "stance," with added benefits and costs, and so on. By forcing paladins into a playstyle, you can give them extra power, because you've taken away versatility.

Unfortunately for those in favor, I don't think it'll ever happen. First of all, we already have a class in the game that uses stances, and I think that this type of gameplay is too close for Blizzard's comfort to implement in the same way on paladins -- they want the classes to play different. Second, the paladin class design has always focused on the versatility of being a hybrid. While paladins may want to limit themselves to see buffs, Blizzard has never shown an inclination to limit pallies' versatility just to make them more powerful. I like the idea of Righteous Fury's buff getting linked up to something else (it definitely seems like it's out there on its own as an arbitrary tanking buff), but paladins getting a fully implemented stance system doesn't seem likely at all.

Filed under: Paladin, Analysis / Opinion, Odds and ends, Raiding, Classes, Buffs

The Light and How to Swing It: The Tankadin for Dummies Again


Where were we? Ah, yes, tanking. Last time, we took a look at some basics of Paladin tanking, namely a few things about survivability. That's just the tip of the iceberg. When I said tanking was the most technical play style in the game, it's because tanks have to look at more factors and study more things than healers or DPS. Aside from working towards important gear requirements, a tank more than any other player must understand how a fight works. While many encounters are survivable with a few DPS not knowing too much about the fight ("get out of the void zones!"), a tank who doesn't know anything about a boss is likely to wipe the group or raid.

In many ways, a tank is the most important member of a team. The cornerstone, so to speak. Because even though healers are indispensable, there's never really a 'Main Healer' position the way there is a 'Main Tank'. That's why a tank's responsibility goes above and beyond what players in other roles have. We've already examined for a bit how to build up your survivability. Today we'll look at three things: generating threat and the tank spell rotation.

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

Changes coming to Paladins in patch 3.1


As I'm sure you've seen already, Eyonix dropped more class changes, Paladins being amongst this latest batch. Not many Holy changes, only minor Ret changes, but a whole crapload of Protection changes. Delicious, delicious Protection changes. A lot of the Protection changes serve a dual purpose- the changes are pretty good steps toward making Protection Paladins PvP-viable like Protection Warriors are becoming, but those same changes make the tree even stronger in PvE than it already is. It's beautiful.
This is very, very awesome. It's a wonder this didn't happen earlier, actually. I think many of us expected this to happen back in the Wrath beta, but instead it was turned into a 5 point talent in the Protection tree. The unanswered question is whether or not we'll get the full 5 talent points baseline, or if we'll still need to spent talent points to improve it. Personally, I'm going to assume we'll get the 10% BoK baseline, it's the only way this would even remotely make sense.

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Filed under: Paladin, Patches, Analysis / Opinion

[UPDATED] Paladin changes in patch 3.0.3


Yeah, yeah, I know. You're sick of reading about Paladins. Don't shoot the messenger, I'm just here bearing some news and a couple of opinions. You can always skip down to the the next post, anyway. For those Paladin lovers (and even loathers), Patch 3.0.3 brings about some pretty interesting changes to the class. We got a lot more changes than other classes, but then again we've been getting a lot of attention lately, haven't we?

First, the bad news. We knew most of the nerfs since they showed up in the Beta a while back. Well, most of those nerfs made it live to Patch 3.0.3, so let's get this over with quickly so we can move on to the good news. Yes, there's actually good news for Paladins this patch. Seals all get nerfed to varying degrees, the general idea being that they no longer deal as much damage either as a Seal or as a Judgement. Don't ask me for the math, you can check out Boubouille's detailed notes on MMO Champion for the details. All Seals have been nerfed, period. Ouch.

[UPDATE: Thanks to Turkeyspit who reminded me about the change to Judgement of Light, which now awesomely affects spells and not just melee attacks. I told you this was a good Patch for us.]

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Filed under: Paladin, Patches, Analysis / Opinion, Talents

Tips for new Death Knights from a fellow tank, part 2


Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),

We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.

Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.

Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.

Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.

I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.

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Filed under: Analysis / Opinion, Tips, How-tos, Instances, Expansions, Features, Humor, Raiding, Guides, Classes, Talents, Death Knight, Wrath of the Lich King

Paladin changes in Beta build 8926 part II


So, where were we? Right. Paladin changes. While everyone and his mother got whacked by the nerf bat this build, Paladins got little more than a love tap from the devs, making me think that the Light, indeed, is watching over us all. As I mentioned in an earlier post, while seal damage got nerfed, the new talents and tree shuffles are shaping up to be good for the class.

Holy was left mostly untouched, leaving many Holy Paladins feeling distraught and apprehensive. As I've learned throughout the whole Wrath Beta experience, it's always just best to... chillax. Don't worry about it. Blizzard changed Beacon of Light last build and it's somewhat overpowered, but even though they've already said they'll tweak it a bit more, they left it as is this build. Everything will balance out in time. For this build, however, Retribution gets a chance to shine -- but so does Protection, and boy, does it shine bright. If you thought Retribution got some love, wait til you see what Protection got.

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

Allow me to introduce my shield to your face

Ghostcrawler posted fairly heavily on the Warrior forums the other day, and while Warriors are not especially my territory, something the crabman said reminded me of something I've really liked about Wrath so far. Referencing Gladiator, "Watch how Maximus uses his shield -- he isn't cowering behind it -- he's bashing people in the face with it. Shields should be a viable form of combat, not the option to avoid combat." This was said in the context of Protection possibly being viable in the arenas in the nebulous future (not anytime soon), but it reminded me of general playstyles anyway.

To some extent, Warriors have fought like this for quite awhile. Shield Bash, Shield Slam, things like that. It wasn't just Shield Block. However, none of that stuff hit very hard. Sure, Protection Warriors shouldn't be able to rock the DPS with their shield, but Shield Slam was more like Shield Bump. The higher block values and thus higher Shield Slam damage is exciting, and the addition of Sword and Board puts even more emphasis on the shield.

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

Wrath Beta patch notes: Paladin part II


When Ghostcrawler mentioned on the closed Friends & Family Alpha that Paladins were the last to receive changes because the entire class was being majorly reworked, he wasn't kidding. The patch notes from the recently opened Wrath of the Lich King Beta revealed massive changes to spells and abilities as well as a shuffling of talents among the three trees. I covered an overview of the changes as well as the new Hand nomenclature for old Blessings in the first part of our beta analysis. It's now updated with the new Paladin talents in all three trees, so be sure to check it out.

Before we get into the really juicy things, namely the new Wrath Paladin talents, we'll take a look at the changes to baseline spells and current talents. In some cases, these were totally reworked, and in others they were significantly improved. The first spell that leaps out with a huge buff is the change to Avenging Wrath, which no longer causes Forebearance. Its damage increase has been reduced to 20% (down from 30%), and now increases healing done by 20% (up from 0%).

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

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