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Posts with tag Judgements-of-the-Wise

The Light and How to Swing It: Adjust your healing in patch 4.3

holy radiance
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, like why paladins are so awesome.

With patch 4.3 looming on the horizon, holy paladins need to be prepared for all of the changes that are headed our way. Both of our AoE healing options have been significantly altered, along with several of the talents and glyphs that support these abilities. Retribution paladins are also looking forward to a few buffs to their sustained DPS, but their ability to help with AoE healing is being greatly reduced.

Our core mana regeneration mechanic is about to be completely scrapped. In fact, if we continue using Judgement without making any adjustments, we'll actually have less mana in patch 4.3 than we do today. We've been healing with holy power for nearly a year now, but many of the habits we've picked up along the way will need to change.

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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: Ret 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 my email at gregg@wow.com.

Yes, yes. I know the last time I wrote about retribution talents that Blizzard came out the next day saying that it was scrapping essentially everything in those versions of the trees. Since then, all three trees have undergone massive (and I'm not exaggerating here) overhauls. However, things have started to stabilize and while these talents may not be final, the tree is a lot closer than any of the previous revisions to what we'll see when the expansion hits.

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

Paladin changes in Patch 3.1 PTR build 9722


A new Patch 3.1 PTR build went up earlier and while there aren't any official patch notes, our data-mining friends over at MMO-Champion have dug up some goodies as usual. There aren't too many changes for Paladins in this build, but there are interesting stuff in there, not least of which was the unintended revelation of the internal testing on Crusader Strike. The more down-to-earth changes are as follows:

Holy
Divine Plea - now only reduces the amount healed by your Flash of Light, Holy Light, and Holy Shock spells.
This properly reflects Blizzard's intention of nerfing Divine Plea for Holy Paladins. The change allows healing from Seal of Light and Judgement of Light to go unimpaired, the latter particularly useful to Protection Paladins and Retribution Paladins. Considering that Protection is now designed to have maintain a 100% uptime on Divine Plea, this is an important distinction.

Aura Mastery - tooltip has been modified to properly reflect its 10 seconds duration.
The excellent new ability confused a lot of players who thought it was a permanent, passive ability. Don't freak out, people! It's an activated ability that lasts for 10 seconds and has a two minute cooldown. The tooltip should help dispel the cloud of confusion.

The rest of the changes after the jump...

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Filed under: Paladin, Patches, Analysis / Opinion

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

Ghostcrawler talks about Spiritual Attunement


If you've been keeping tabs on the Paladin changes lately, you might've noticed one thing that jumps out -- Spiritual Attunement will no longer be a skill but a talent deep in the Protection tree. Essentially a mechanic designed to help Paladin tanks keep their mana up, it was also key to Retribution Paladins' mana regeneration as it works synergistically with Seal of Blood / of the Martyr, the primary Retribution Seal.

Of course, if Spiritual Attunement being removed from trainers, the self-damage of Seal of Blood becomes little more than a gimmick and an inconvenience. It also tended to invalidate one glyph, which was the Glyph of Seal of Blood. If Spiritual Attunement is deep in the Protection tree, then the glyph becomes aimed at tanks... who don't use the seal. When players pointed this out on the forums, Dresorull replied to test it out in a future build (I still had Spiritual Attunement as a skill on the PTR) and locked the thread.

In a related post, Ghostcrawler lays out Blizzard's intentions for Paladin mana regeneration, saying that Spiritual Attunement is critical to Protection, but they "don't actually like Holy and Ret having (it)". He explains that such a mechanic depends too much on the encounter and gave Patchwerk as one example where SA won't return mana to anyone but a tank. He notes that Blizzard would still like to tune Paladin mana regeneration -- Holy through Illumination and Retribution through Judgements of the Wise.

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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

Some Paladin nerfs to go live before 3.0.3


Ghostcrawler announced on the Beta forums earlier that some aspects of the much dreaded -- yet somehow expected -- Paladin nerfs are going to be hotfixed into the game immediately, in order to enable more testing of the nerf in PvP and PvE. This comes in the midst of the Paladin community's uproar at the severe adjustments to the class, with some players calling Blizzard out on their numbers and the data from which they concluded that the spec needed such severe -- and not surgical -- tuning down.

The changes that will go live are the 20% damage reduction to Seal of Command and its Judgement, as well as the reduction of Judgements of the Wise mana return from 33% of base mana to 15%. To further illustrate that the nerfs are intended for PvP, Ghostcrawler also happily announces that Seal of Blood / the Martyr will be un-nerfed to about "95% of where the (sic) used to be" in Patch 3.0.3. He says that, "hopefully this will compensate PvE Retadins for relying less on more expensive AE abilities that risk putting them out of mana."

The statements are curious on several points. In his lengthy response to the community, Ghostcrawler shot down accusations that the spec was being nerfed because of PvP by saying, "Ret PvE dps was also too high." If that's true, it's interesting that Blizzard is un-nerfing Seal of Blood / the Martyr. Both are PvE Retribution DPS Seals, and higher damage coefficients from the spells will result directly in higher DPS. This is good news, no question about it. It's just confusing.

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

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

Don't panic: Paladin changes in Beta build 9014


I know I'm a bit late posting this, but it took me a while to calm down enough. Alright, some of you might have already read this and most of you might have crouched into a fetal position when you heard of the change to Divine Plea. In it's first appearance, Divine Plea was a phenomenal, channeled return of 50% total mana over 6 seconds. Of course, that was simply too powerful and was subsequently "tuned" in further builds. That tuning has resulted in gutting the ability, with the latest version granting a buff that regenerates 25% of total mana over 15 seconds but reduces healing by 100%.

A moment of silence, please.

It reduces healing by 100%. This means that it makes the one spec that needs it absolutely useless for 15 seconds. I seriously have no idea anymore where Blizzard is going with this. Ghostcrawler issued a quick revision, however, stating that the healing penalty will only be 20%. That's good news, but it's scary that such a massive nerf was even applied to what is a key spell for Holy Paladins considering that their only source of mana regeneration is a crit-based gamble.

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

[EDITED] Paladin changes in Beta build 8962


Unlike last build, where Paladins got so many important changes it took me two posts to cover them all, we get just a little love this Beta build. So little, in fact, that I didn't bother writing it up until now. For those curious Paladins, however, here are the goodies (and baddies) that popped up in Beta build 8962.

Protection
Hammer of the Righteous was changed from a triple-target Crusader Strike -- which was kind of silly, really -- into a weapon strike that works off DPS as base damage. The spell now reads: "Hammer the current target and up to 2 additional nearby targets, causing 3 times your main hand damage per second as Holy damage." Which means that even fast one-handed weapons work well with the spell because it calculates from DPS. It makes perfect sense and is a definitive step away spell damage weapons, which traditionally have low DPS. Meanwhile, Improved Devotion Aura's healing effect was also buffed to a maximum of 6%, up from 3%, and Toughness was nerfed to a 30% duration reduction for all movement impairing effects.

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

[UPDATED] Paladin changes in Beta build 8926 part I


This is one of the biggest patches to hit Paladins in a while, and it's a mixed bag. Let's get the bad news out of the way first -- all of Seals have been nerfed. All of them. Seal of the Martyr / Blood, Corruption / Vengeance, Wisdom, Light, Justice, Righteousness and even Command have all had their damage reduced. The formulas are tweaks of the values of attack power, spell power, and weapon speed -- a bit complicated to explain in detail -- that result in an overall damage reduction. Now, before everyone gets their panties in a bunch, let me say one thing: don't panic.

We can probably consider this patch the nerf patch, which is an essential part of the tuning process. The developers traditionally start from a high power scale and fine tune it downwards -- I mean, look at the poor Death Knight. This is still the Wrath Beta, and while there is a chance these numbers might stick through to live, testing these lowered numbers are vital to getting everything right for release. If you're in Beta, log in, play with it for a while, and give feedback. If you're not in Beta, hold back a bit from making a ruckus and exercise a little patience until the testing is done. Let's take a deep breath. Now where'd I put my inhaler...

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

The Light and How to Swing It: Bracing for change


We know a second pass is coming. As good -- or bad -- as everything might seem right now, Paladins have yet to get another look from the developers and as Ghostcrawler mentioned on the forums earlier, they're nearing finalizing those changes soon. A few days back, Blizzard asked the players for feedback on all three trees, and it looks like all those constructive comments are finally going to see some results.

The good thing is that, despite all our misgivings about how the class has been handled all these years, it seems that Blizzard is finally listening. Holy wanted ways to be more mobile and have group healing utility... the Wrath Beta brings creative ways to solve that with instant Holy Lights and double duty healing. Protection needed stat consolidation badly, for starters, and it's slowly moving that way with Stamina granting spell power through Touched by the Light. Retribution needed raid utility among other things, and Blizzard is shaping up the spec to be a mana battery like Shadow Priests (and Survival Hunters). It's not everything players have wished for, but it's pretty darn close and there's no doubt that we're moving in the right direction.

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

Ghostcrawler's late night Paladin news

Ghostcrawler displays her dedication yet again as she popped up on a few of the Wrath of the Lich King Beta forums in the wee hours of the morning today. Or would that be late last night? What does 2 AM qualify as, again? Anyway! Ghostcrawler popped into the Paladin forums to check in with some concerned players, and brought some fun news. She says herself that it may not be 100% what Paladins want, but it should prove to be good stuff regardless. Let's dig right into it, shall we?

From Ghostcrawler:
  • We'd like to do something else with Kings. I don't know that a core ability is the answer, but burying it deep in Prot, when Prot paladins would just as soon play with BoSanc, doesn't feel great either.
  • We'd like to mess around with the top 2 tiers of all 3 trees, still encouraging you to cross-spec a little, but making that initial bite into the upper tier more tasty instead of just an icky appetizer to get the what you really want down deeper

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

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