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Posts with tag Divine-Shield

The Queue: Warlords of Draenor pricing

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Thank you, everyone, for the cornucopia of videos and image memes in the comments of yesterday's Queue.

Not.

smartazjb0y asked:

How do people feel about the Blizz survey going around asking if they'd want WoD to be $39 or $49, $39 without the boost to 90? Would be reaaaaalllly lame if they offered both options, they definitely made it seem like you'd get a free boost with the expansion. I'm fine with $39 for the expansion and 1 free boost, and then I guess offering the boost as an option in the store (for a reasonable price. Like, $30 or something?)

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Filed under: The Queue, Warlords of Draenor

The Light and How to Swing It: Patch 4.2 looms heavy for holy

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, and catch me weekly on the Matticast!

Patch 4.2 is hot on the heels of patch 4.1 -- it's already on the PTR. We can look forward to the upcoming Firelands quest hub and raid coming out soon. As with any patch, there are plenty of class changes and balance adjustments. If there's one thing that I've learned over the years, it's that no news is good news when it comes to holy paladins and patch notes.

Unfortunately, there is news.

Rebuke, Divine Protection, and Divine Shield all scored new icons in the patch, which you can check out in this article's title image. Divine Protection also received a new spell effect, which is also featured above (I call it the Divine Beach Ball). Our Speed of Light talent was also modified to reduce Holy Radiance's cooldown by an extra 10 seconds (giving it an effective cooldown of 20 seconds), and the speed boost was tied to Divine Protection. Neither of these changes is actually live on the PTR, so you'll have to hold your breath for now. Also, holy paladins are slated to receive the biggest nerf any spec in this expansion.

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

Cataclysm Beta: Holy power questions

Holy power is the big conversation topic for paladins right now (well, that and mobility in PvP -- but that's always a topic of conversation for paladins). For those of you who have been out of the loop, Blizzard announced during its last developer chat that for the betterment of the class, paladins would be receiving a new resource called holy power. This would be used in conjunction with mana for a variety of new and existing abilities.

So after having played with holy power on the beta realms, we decided to ask our Twitter followers if they had any questions or concerns about this new system for us to look into.
Soranomaru asks:

"How fast does it accrue? How do you spend it effectively? Is it a mechanic to empower spellcasts or another ressource like mana?"
Short answers: Currently, every 3 seconds for ret, 4 seconds for prot, and 6 seconds for holy due to the abilities and talents they'd be using to earn it. Usually, three points is the most efficient. It's a secondary resource, like runic power is to runes on a death knight, and there are certain abilities that use it and other abilities that have nothing to do with it.

Long answers: Holy power is a secondary resource that you'll have along with your current mana bar. As retribution and protection, you'll be using Crusader Strike to build up your holy power points (HPP). If you're holy, you'll still have access to Crusader Strike, but you will also be using Holy Shock to build up that HPP. The most HPP you can build up at a time is three, so you'll be earning and spending fairly quickly. Some abilities give a flat rate based on how much holy power you put into it (Word of Glory), while others get much more efficient with the more points used (Templar's Verdict).

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Filed under: Paladin, Cataclysm

The Light and How to Swing It: The low level tank part 4

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.

Here we are again with the final section on the low level paladin tanking guide. You can go back and read parts one, two, and three if you need to catch up. This final part deals with consumables, macros, and addons. As a dungeon runner, you don't have the high requirements usually associated with raids, but there are a couple things you'll want to keep an eye on. You'll want to keep reasonably buffed, have some useful macros to fall back on, and have some addons to help organize some of the more procedural steps. Let's take a look after the break.

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

The Light and How to Swing It: A little less hybrid


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.

Ghostcrawler has been doing a lot of talking pertaining to paladins and Blizzard's vision of them for the future. A lot of this has been spawned by some of the changes the developers have been toying around with on the public test realms. In the current build of the PTR, Lay on Hands causes Forbearance on its target which has prompted quite an uproar from the playerbase. This cuts a leg out from our two major defensive cooldowns making us choose either health or invulnerability during a fight. Holy paladins are getting some text tacked onto Sanctified Light which will allow them to reduce the chance it will cause Forbearance on others by 33/66/100% to allow it to still be useful when healing in groups. As this is the PTR, we don't really know how much of this will end up on the live realms. The developers have been toying around with several different ideas and at the moment we're not sure which one or ones they'll end up going with.

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

The Light and How to Swing It: Divine Sacrifice


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 we're going to talk about trying to not take one for the team.

While some of you might be looking at the skill in the title and not know what I'm talking about, we paladins have a nice little talented ability known as Divine Sacrifice. A lot of holy and protection paladins should already know about this cursed little gem. Depending on your spec setup, you might even be aware of it as a retribution paladin. If you're not familiar with the skill, it's sitting on the left in the third tier of the protection tree. Go look, I'll wait.

For those of you that didn't go over to look, it is essentially a raid-wide version of Hand of Sacrifice and often nicknamed the "raid-wall" for its shield-wall-esque capabilities. It allows the casting paladin to take 30% of the damage from every person in the party or the raid for 10 seconds. Luckily, it can be used in combination with Divine Shield so you don't instantly die from all of that incoming damage. Currently, it's a fairly dangerous little skill. With it you can either be savior or martyr of your raid group depending on how you use it.

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

The Light and How to Swing It: Tanking the Northrend Beasts



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 out with the Argent Ren Faire up in Icecrown on the weekends. This week, he takes a look at tanking the fantastic and terrible beasts that the Argent Crusade has collected for their Trial of the Crusader event.

The Argent Crusade has assembled a number of trials for champions, crusaders, and grand crusaders alike to fight through as they decide what forces they will take in their assault against Icecrown Citadel itself. Today, we'll take a look at the first of the events in Trial of the Crusader which is the Northrend Beasts encounter. They've assembled Magnataur, Jormungars, and Yeti (Oh My!) to test the mettle of those wishing to compete. We'll take a look at tanking each of these beasts after the break.

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

The OverAchiever: Return of the Glory of the Hero

Well, my days of not taking you seriously are certainly coming to a middle. -- Firefly, "Our Mrs. Reynolds."

Just as a recap, this is what we've covered so far in the OverAchiever: Glory of the Hero series:
Having finished the first of the two "troll dungeons" in Wrath, let's head to the second: Gun'drak! Gun'drak is interesting in that it houses both the easiest heroic achievement and (arguably) the most annoying all at once, What the Eck? and Less-rabi respectivey. If you're planning on doing all of these achievements in one go (which may or may not be a good idea depending on group composition), I would recommend taking a group with a Bloodlust/Heroism (you may have seen me make mention of this point before) and several interrupts. A Shaman with Reverberation can be useful on Moorabi. You will also need an off-tank and off-healer for Share The Love.

Snakes, Why'd It Have to Be Snakes?

As a note, this achievement seems to be individually- rather than group-based; you can get it even if someone else gets wrapped. However, if you're interested in getting multiple people the achievement all at once, there are ways to ensure it doesn't happen at all.

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Filed under: Analysis / Opinion, Instances, Features, Bosses, Achievements, The Overachiever

The Queue: That's a lot of J names


Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft.

Last time on The Queue, I answered a question about potential hero classes. Zoidberg asked about Archdruids, but there wasn't a whole lot to say. It's a rumor, and a rumor without much weight behind it, just an interview comment taken out of context as the WoW community (yes, even WoW Insider sometimes) likes to do. Since answering that question, I've been thinking about it a little myself.

Do I, personally, think Archdruids will be the next hero class? Nah, I don't think so. Just the name is the big issue for me. Archdruid suggest Druid+ or Druid 2.0 and that's just not cool. You can differentiate them from Druids as much as you want, Archdruid still suggests that it's a better Druid. That's pretty awful. Even if the new hero class (if there is a new hero class) has all of the features we'd expect from an Archdruid, it'll probably be called something else. Maybe a Keeper or something like that.

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

The Light and How to Swing It: It's good to be the king


It's a phenomenal time to be a Paladin these days. Let's face it, no matter how we spec, we're actually wanted all throughout Northrend. As Holy, we've got spots in parties, raids, and refreshingly even Arena teams of any bracket. As Retribution, we're actually sought after in groups and -- paired with the right teammates -- can actually shine in Arenas, too. Protection Paladins are just about the best tanks in the game right now, even in raids, what with all trash being AoE'd to kingdom come.

Patch 3.0.8 has a few changes that should boost us and balance us in some areas. One big change is how Divine Shield, Divine Protection, and Avenging Wrath cannot be used within 30 seconds of each other anymore, and the removal of Forbearance from Avenging Wrath once again. This reworks the quick fix post 3.0 where Retribution Paladins were devastating opponents with wings and a bubble. It wasn't the most elegant solution and hurt Paladin tanking about as much as it toned down Retribution dominance in PvP. With Patch 3.0.8, Paladin tanks can look forward to frontloading massive threat comfortable with the thought that Divine Protection is a mere thirty seconds away. Furthermore, Divine Protection no longer has a penalty, making it nearly identical to a Warrior's Shield Wall. That's right, Tankadins get even better.

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

Some Paladin changes announced for patch 3.0.4

A lot of hints and news on the upcoming patch 3.0.4 have been dropped on the forums recently, so like other WoW Insider writers have mentioned on and off, I wouldn't be surprised if we saw it on the PTR in the coming weeks. Before we get ahead of ourselves too much though, there was a lot of neat Paladin stuff announced by Ghostcrawler yesterday. A lot of it is simple stuff we've sort of expected would happen, but there's still some interesting new stuff in there.
  • Divine Shield: Penalty changed so that all damage done is reduced by 50% instead of an attack speed penalty.

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Filed under: Paladin, Patches, Analysis / Opinion

Paladins to receive some Blizzard love


Reader VyseV1 took some time off from lurking on the official forums to point us in the direction of a post where Ghostcrawler responds to some Paladin concerns... with love. Alright, I'm exaggerating, but at this point, after the class has been dealt some severe nerfs, his responses are more than encouraging. In particular, he mentions that the eventual plan is to put Divine Shield and Avenging Wrath on the same 30 second cooldown, indicating that the Forbearance hotfix was a mere band-aid.

Ghostcrawler also mentions that Divine Shield's attack speed penalty -- a remnant of the days when Paladins largely got majority of damage from auto-attacks -- will be revised to a reduction in total damage done. This means that Sacred Duty will likely be reworked to accommodate this change. One of the more interesting points that he brought up applies to all mana-based classes but is great news for Retribution Paladins who have paltry mana pools: Blizzard will be changing mana drain effects to take away a percentage of total mana instead of a flat number.

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

The Light and How to Swing It: Uncle


Uncle.

I cry uncle.

Please, Blizzard, no more. I've been extremely understanding of the nerfs done to the Paladin class as a whole, intended to reduce the so-called "dominance" of Retribution in PvP. I've always said Blizzard was doing the right thing and was on the right track towards balancing the class. I celebrated the fact that Paladins were actively tuned and assessed -- it was a refreshing change of pace. When nerfs were done to the class, I supported it because I valued game balance.

But now this. I'm tired. I'm broken. This latest nerf -- intended for Retribution but affects the entire class -- has brought me to my knees. Blizzard has found a way to undermine Faith, and I no longer feel the comfort and safety of my Divine Shield of naiveté. In fact, right now I feel quite vulnerable with Forbearance, and the weight is quite heavy upon my shoulders. Right now, I just feel really disillusioned, disappointed, and lost.

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

[UPDATED] Invincible vengeance no more

Retribution Paladins continue to take a beating. As much as Ghostcrawler tried to soften the blow in his post, there just isn't any nice way to go about this -- Blizzard is looking for a way to make Divine Shield and Avenging Wrath to be mutually exclusive once again. He says that the combination of both spells contribute to the impression that the spec is overpowered.

Blizzard might do this through Forebearance, but says that they're also looking to reduce the duration of Forebearance through a hotfix. This means it's a pretty serious issue considering the duration of Forebearance was also intended to balance or space out the use of Divine Shield and Divine Protection. They have no timetable for the change, although it should be expected that it will be applied soon. Blizzard doesn't seem to hold back on nerfing the Paladin class, stating that "the last round of pretty severe nerfs didn't seem to do enough to Ret's dominance of PvP".

These are very fast reactions to nerf a spec that was "dominant" for all of a few weeks in a metagame that is tuned for Level 80. This is an extremely disappointing course of action in comparison to the complete absence of nerfs to Druids despite their utter dominance of the Arena format for three seasons (reducing Cyclone's range wasn't quite the solution, was it?). Paladin representation in Arenas went on sharp decline through all four seasons -- and this includes the Holy spec.

[UPDATE: The nerf has been applied on live realms. So much for the advanced warning Ghostcrawler was talking about. Avenging Wrath now causes Forebearance, and Forebearance's duration has been reduced to 2 minutes.]

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Filed under: Paladin, Analysis / Opinion, Blizzard, Forums

The Light and How to Swing It: Paladin 3.0


It's pretty exciting, isn't it? Patch 3.0 is coming, well, "soon™" according to Blizzard. Considering that our favorite class hasn't gotten a second pass, it might be a bit premature to talk about Paladin changes when the pre-Wrath patch finally hits. That said, it looks like more than a few new talents will make it at least into the PTRs more or less intact. Hopefully and changes we'll see during our second pass will be tweaks to numbers and some mechanics refinements but hopefully no major changes.

Assuming that most of the changes push through, we should expect a completely different Paladin in the coming months. Even without taking the new talents into account, there are baseline changes that should make gameplay technically different. The most significant change, of course, is in the way Judgements work. This is the one change that will take some getting used to. First of all, there are now three Judgements and they activate the GCD. This means no more macros for Seals and Judgements, which is actually fine because of two things: first, Judgements no longer consume Seals; second, Seals now last for a micromanagement-light two minutes.

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Filed under: Paladin, Patches, Analysis / Opinion, (Paladin) The Light and How to Swing It, Wrath of the Lich King

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