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Posts with tag Fanaticism

Ghostcrawler talks some more on Retribution DPS


I'll be honest with you. Retribution DPS has made me a rather sad panda lately. It wasn't my DPS exactly, but I sat down to watch my brother-in-law farm Valkyrs in Valkyrion with his three-week old Level 80 Death Knight. He pulled about five mobs and proceeded to demolish them. With Cinderglacier and Killing Machine proccing, he hit all mobs with a Howling Blast for about 6-7k each, and topped things off with a 7k Frost Strike. It made my jaw drop. Mind you, my brother-in-law is an excellent player, so this probably isn't your average Death Knight. But then, he was only equipped in heroic gear, with his best loot being a Wraith Spear. He hadn't even hit his peak.

I know anectdotal stories like these are plenty and tangential to the issue, but if you've raided as a Retribution Paladin with equally geared and skilled players, you'll know exactly what I'm trying to say. So it was a major surprise in Patch 3.1 that the slimming down of the Retribution tree hit our DPS hard with a nerf to Fanaticism (reduced to three ranks for an 18% crit, down from 25%) and Righteous Vengeance (reduced to three ranks for 30% damage, down from 40%). Was it to balance out the fact that Exorcism could be used on any target? Certainly not. At any rate, Blizzard was aware that Retribution DPS on the PTRs wasn't where they want it to be.

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

Retribution DPS too low

Ghostcrawler had one line to say about a flood of complaints from Retribution Paladins who are feeling the pinch of a restrictive tree, effectively ending the argument: Blizzard feels that Retribution DPS, particularly in PvE, is lower than how they would want it in 3.1. This comes in light of the changes in the upcoming patch, which on the surface seems like a good thing because of the slimming down of the tree and freeing up talent points.

What many players should understand is that unlike pure DPS trees or even other hybrids, Paladins simply don't have any room to be flexible. Retribution Paladins can pick up every damage-boosting talent already with points to spare, and there's just a DPS ceiling that simply can't be broken through. Whether Ghostcrawler's statement indicates that they'll be reversing the 3.1 nerf to Fanaticism and Righteous Vengeance remains to be seen.

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

WoW Patch 3.1 PTR Paladin changes


After a wait that I was beginning to suspect wouldn't end, the 3.1 PTR is finally online and we have some new 3.1 patch notes. Though there are some noticable changes announced earlier this month missing from the latest patch notes, all of them seem to be in the current PTR build, only undocumented (most undocumented notes here are via MMO-Champion). As with all undocumented changes -- they may change at any time. For a complete rundown of the changes listed in the patch notes (and the changes not listed in the patch notes!), read on.

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Filed under: Paladin, Patches, Analysis / Opinion

Patch 3.0.2 primer for Retribution Paladins


Let's face it. Retribution blows.

Blows things up, that is. Out of all the trees -- and I mean all including the other classes -- no tree got more love than Retribution in the Echoes of Doom patch. For many of us, it's been a long time coming. No other class spec has been the butt of more jokes and the target of such derision as Retribution. Not anymore. Not in Patch 3.0.2 and the days leading up to Wrath of the Lich King. Retribution deals so much pain that we've sent the rest of player base running to Ghostcrawler crying for a nerf. And we're getting nerfed. To the ground.

Don't panic. The changes are really, mostly aimed at PvP Paladins -- okay, that's me -- but will largely leave Paladin PvE damage output the same. That's excellent news. Because I've grown accustomed to the idea that quite a lot of you guys prefer PvE to PvP, we'll take a look at a PvE Retribution build that will make you the darling of your Heroic runs and more than welcome in raids. Let's bring on the pain after the jump.

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

The Light and How to Swing It: Three easy steps to Retribution PvP


Regular Paladin columnist Elizabeth was crit by an insane amount of work at, well, work and her co-columnist Chris is away completing his own epic quest, so like those duplicitous Blood Elves, I'll be stealing the Light for this week and swinging it around. Since most of the stuff I write on the site concern the one thing I really like to do -- PvP -- I think I'll get into character and write about something that some people find taboo... Retribution PvP. After writing about a few rules on healing in PvP, let's indulge ourselves with a little retributive mayhem. Despite being the most ridiculed spec in the entire game, Retribution can be a lot of fun -- and painful for your opponents -- once you get some fundamentals down pat.

Step one: gear up
If you are at all interested in PvP as a Retribution Paladin, you must get geared up. There are no two ways about this. Unless you have the proper gear, you will simply not perform as well as similarly-geared classes and your PvP experience will be diminished greatly. Retribution is one of the most equipment-dependent specs in the game, and you will feel it in PvP. Chris has written an excellent starter guide for all aspiring Ret Pallies, which is an excellent read for learning about the perfect Retribution gear. In order to do some PvP, we'll then need to take the next step and go beyond what Chris suggested and aim much higher as far as at least one piece of equipment is concerned -- your weapon.

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

PTR Notes: New Arena weapons, Fanatacism tweak, Hunter dead zone


A new build of patch 2.3 has landed on the public test realms with a few notable changes, as follows:
  • Three new Arena weapons: A caster staff, a gun, and a bow.
  • The Retribution Paladin talent Fanaticism has been changed to decrease threat only when Righteous Fury is not active.
  • The range for a Hunter's ranged attacks has been changed from 1 - 41 yards, eliminating their dead zone.
  • The Mage's Ritual of Refreshment now requires 2 arcane powder instead of a rune of portals.
  • The 4-piece bonus on the Mage PvP set has been changed to 2 seconds off the cooldown of Blink.
  • Sorry, Hunters, but those cool-looking Zul'Aman bears are no longer tamable.
  • Mats for the Adamantite Arrow Maker reduced. Was: Adamantite Frame, Simple Wood x10, Fel Iron Bolts x2. Now: Adamantite Bar, Simple Woodx4, Fell Iron Bolts x2. However, the schematic no longer specifies that the item has multiple charges. Whether this means the new version of the Adamantite Arrow Maker is single-charge or if that particular information was cut off the tooltip for some reason, I can't say. Any engineers out there want to hop on the PTRs, make one, and let us know if the item itself has been changed?
  • Darnassus has its own guild bank now.
  • Ogri'la potions buffed.
  • New Sporebat pet for exalted Sporregar faction.
  • New level 70 elite guards outside Zul'Aman. However, these guards certainly aren't graphically themed for Zul'Aman (and why would Tauren and Orcs be guarding a Troll temple?), and I wonder if they've been added to the PTRs to curtail the PvP-fest happening outside.
[Thanks, Paldyn!]

Filed under: Patches

The latest changes on the PTR

World of Raids once again has the latest breaking news on the latest Patch 2.3 Public Test Ream changes! Today's class changes seem to be mostly happy buffs, especially for hunters and rogues and paladins, as well as a slight nerf to warriors beyond the jump. Also read on below for Guild Bank prices, New Arena Season 3 weapon models, a Field Repair Bot change, as well as a few new engineering toys.

Hunters:
  • It looks like hunters get their version of Mortal Strike after all: Aimed Shot now reduces all healing done on the target by 50% for 10 seconds, in addition to the regularly increased damage.
  • The dead zone has not been eradicated, but it has been reduced to just about 1 yard. Why not just get rid of the dead zone and be done with it? Is Blizzard paranoid about the possibility of using melee and ranged abilities at the same time through latency bugs or something?
Rogues:
  • The rogue talent "Aggression" is being improved so that its damage bonus applies to Backstab as well as Sinister Strike and Eviscerate (at +2/4/6% with each rank).
  • Shadowstep now has a 30 second cooldown in addition to being usable out of stealth. Its range has been changed from 0-20 yards to 8-25 yards, and its +20% damage bonus now applies to whatever special attack you make next (i.e. Sinister Strike, Hemorrhage -- even Eviscerate or Rupture). Could this make it beneficial to non-dagger rogues as well?
  • Hemorrhage has received a huge buff: It now increases physical damage dealt to its target by up to 36 (increased from 10!), but its number of charges has been reduced from 30 to 10. This should make hemo rogues more desirable in groups, and also increase the benefit from having more than one in a raid -- but is it really enough?
Paladins:
  • The "Fanaticism" talent in the retribution tree now reduces the paladin's threat by 30% at the highest rank in addition to 15% increased critical strike chance with all judgements.
  • The protection talent "Precision" now gives a +3% chance to hit with spells in addition to melee attacks.

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Filed under: Hunter, Paladin, Rogue, Warrior, Engineering, Patches

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