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Posts with tag Blessing

[Updated] Wrath Beta patch notes: Paladin part I


Faith has been rewarded. The Paladin changes have finally been revealed in the Wrath of the Lich King beta patch notes, and from a quick review of things... I'm just blown away. It appears as though Blizzard really seems to be on top of its game and isn't afraid to shake things up in order to get things right. Paladins are getting major changes to key abilities, and all of them seem like direct responses to grievances that have been aired in the past.

The talent trees are being moved around yet again (remember when Blessing of Kings used to be the 31-point Retribution talent?), but this time the changes seem to make more sense. There are major overhauls to some talents and abilities, as well as a removal of others. The changes are geared towards streamlining the trees and abilities, Blizzard remorselessly paring down the unnecessary and consolidating what needs to be rolled together. A list of the changes and my analysis after the jump.

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

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


In the Burning Crusade intro cinematic, we see an extremely cool sight with a Draenei Paladin reading from a libram, casting a spell, and walking dramatically away with his Hammer of the Naaru over his shoulder. That spell that he cast was a Seal, one of the core features around which the class is designed. A Seal lasts thirty seconds (which makes you wonder why the Draenei in the video cast it, seeing as how he'll probably need to refresh it once he's out of the building) and can be unleashed through a Judgement for a particular effect.

Seals are self-affecting magic effects while Blessings, the other core class mechanic, can be cast on others and often have longer durations. Auras are an area-of-effect buff and the third core class feature that rounds out the Paladin's playing mechanics. Although other classes have persistent area-of-effect buffs such as a Shaman's totems or a Druid's 41-point talents, only Paladins have passive, permanent aura. Understanding and mastering the use of these three core features are key to playing the Paladin class.

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

The Light and How to Swing It: Support class in disguise


I re-specced to Holy again a few weeks back to concentrate on our 5v5 after quite some time of running around whacking things with a hammer. This is one of the best things about being a hybrid class. We have the option to play a particular way. Before I had decided to focus on Retribution for a couple of months, I would re-spec about 4-5 times a week depending on what our raid needed and spec Ret when I wanted to muck around in the Battlegrounds.

The trouble is, between Holy and Retribution, there is a world of difference in how to play. Granted, most of your spells will be pretty much the same, but the playing style is completely different. As much as Shockadins will protest, the truth is, Holy is a support spec. It is terrible for questing and the best thing to do is find a partner who can kill things for you. Despite the improvements to Holy Shock and the spell damage included with healing gear, the experience pales in comparison to pure DPS classes or specs. This is fine. The only real beef I have is in the disparity in play experience and the nagging feeling that, at the heart of it all, Paladins are glorified sidekicks.

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

The Light and How to Swing It: A class full of irony


I have once again managed to steal the Light for another week, as regular columnists Chris and Elizabeth are off on their own epic quests while I am left to tend to the shop, so to speak. For today, we'll take a closer look at how the class is designed and its inherent ironies.

When I first rolled a Paladin, I didn't know what I was getting into. I rolled it mainly as a companion toon for my playing partner, my wife, who was elated at the Horde finally getting a 'pretty' race and promptly rolled a Warlock. As I leveled with her demon-enslaving new main, the experience challenged and frustrated me and it soon became apparent that Blizzard had designed the Paladin under a completely different design perspective. I was hooked. If there are any perceived failures about the class, it is largely because Blizzard had a vision for the Paladin class that was different from traditional class designs.

Blizzard worked hard at defining each class with a clear directive to make each one feel different from the others. Rogues had Energy, combo points and finishing moves; Warriors had Rage, a sort of reverse Mana bar; and Shamans had the totem system. Paladins are designed largely around the interesting Seal system. Everything that a Paladin does revolves around Seals, Blessings, and Auras, with Seals being the primary mechanic for dealing any sort of damage. For the most part, class design has worked for many classes while others, like the Shaman, have had more than its fair share of issues.

Personally, I love the Paladin class. My main is now a Blood Elf Paladin, with my Troll Shaman getting a little less love than it used to. I also used to play a Troll Hunter and an Undead Rogue. While I enjoyed all of them as I played them, it was the Paladin that appealed to me the most. To be honest, I still have no idea why. Maybe it was the challenge. Maybe it was hybrid aspect. Maybe, for all I know, it was the coolness of it all. When you get right down to it, though, Paladins have -- if you examine it very carefully -- what is probably the most inherently flawed ironic class design in the game. Let me explain.

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

All the World's a Stage: Class is in session

All the World's a Stage is skipping class (gasp!), and playing with roles every Sunday evening.

Our spells are shiny and bright, well worth using in more than just combat situations! Last time we talked a bit about this idea, as well as how druids, hunters, and mages could use their spells to entertain their friends. Today we turn to the remaining classes: priests, paladins, rogues, shamans, warlocks and warriors.

Each roleplayer would do well to sit down and examine his or her action bar to pick out those spells which can be used outside of combat, and think of whatever opportunities imaginable to make good use of them. Chances are, if you put your mind to it, you can come up with some really creative ideas.

Buffing, for instance: You've got these beautiful abilities that can benefit anyone around you, no matter what class or level they are. If you're going to bless them with such a neat thing, why not say something about it while you do so? You can say, "<Deity Name> guide you, sir!" or, "you look pretty dumb -- have some extra intellect!" or whatever expression sounds right for your character.

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Filed under: Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Humor, RP, Classes, All the World's a Stage (Roleplaying)

The Light and How to Swing It: Bless you

Whether you're retribution, protection, holy, or something in-between -- whether you swing a two-hander, tank all the mobs, or heal your party -- there's one thing that all paladins have to do in groups, and that's bless people.

Blessings are a five-minute buff that you can cast on a single target at early levels. After about level 50, you begin getting Greater Blessings, which you can use to cast a 15-minute blessing on all members of one class in your party or raid group.

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

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