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Posts with tag blessing-of-kings

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

Breakfast Topic: Turning our world upside down

How about that. Blizzard dropped bombs of announcements yesterday with the proposed changes to Patch 3.1. Yesterday, I asked what changes you expect or foresee with the new patch, but I don't think any of us seriously expected the huge changes that they announced. Wished for, maybe, but didn't really think it would happen.

In fact, some of these changes were more unthinkable than the fake patch notes we had posted earlier. I mean, no more ammunition for Hunters? Wasn't that one of the most wished for wishes in the history of wishland? The closest thing Blizzard ever came to fulfilling this wish was with Thori'dal, the Star's Fury (which I hear is a Rogue weapon). Now, everyone and his uncle can have their own version of the legendary bow. Kind of.

Oh, and guess what? Blessing of Kings is baseline now. Take a moment to reflect on that a moment. It's freaking trainable! The best raid buff in the game is available to all Paladins now, regardless of spec. After years and years of the Paladin community whining asking for it, it might actually become reality. Blizzard seems to have a knack for turning our worlds upside down. I mean, I wouldn't actually be surprised anymore if BigRedKitty's *ahem* "patch notes" actually come true now. Alright, probably not that far out, but you know what I mean. What about Patch 3.1 has knocked your socks off so far? What other changes do you expect?

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Filed under: Patches, Breakfast Topics

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

[EDITED] Patch 3.0.2 primer for Protection Paladins


It's a sweet time to be a Tankadin. I know that AoE tanking is no longer the exclusive domain of Paladins, but that's cool. With the changes to the way tanking works now, tanks generally generate threat by dishing out more damage... and boy does a Protection Paladin deal damage. Because Protection is the tanking tree, a PvE-oriented endeavor, I'm going to put away my PvP-fanatic hat aside and focus on a build that is optimal for tanking. Don't worry, even in this spec Paladins are still formidable. That's just the way it works in the new world.

We see a big change right away on the first tier with Blessing of Kings made accessible to all. It's not quite the baseline spell we've been asking for, but it's close. Some players can choose to pick up a scaled down version for less than five points, but since this is standard raid fare, we're throwing in 5 points here including Improved Blessing of Kings. We're also going to pick up Divine Strength on this tier, which was moved from the Holy tree. It's important to note that pretty much everything we use scales off attack power now, too, so more Strength means more pain. And more pain means more threat. Strength also contributes to block value, so we'll be looking to get Strength in our gear, too.

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

Ask a Beta Tester: The Borean Tundra, Paladin spells, and more


Welcome to Ask a Beta Tester! We're not going to waste any time today, and just jump in feet first with Jerematic's question...

Are there any other world PvP objectives, beyond Wintergrasp?

There aren't any objectives as far as things you can capture, no, not really. However, there are little PvP areas in certain zones. For example, there are PvP quests in Grizzly Hills. You take the quest, you are PvP flagged as long as you have the quest, and you have to complete it in a nearby area. In the Grizzly Hills example here, the Horde and the Alliance are duking it out in a massive logging camp that they've chased the Venture Co. away from. Have you ever wanted to ride down a river on the back of a huge log? Wrath'll do it for ya.

Chalios asked...

I'm a prot pally and I was wondering that since Blessings of Kings is going to be 2% stat increase base with an extra 8% on the improved version, will Greater Blessings of Kings start off with 2% as well at base and scale with the improved version or will it still be 10% and provide me with an extra 4 talent points?


The Greater Blessing will work the same way regular ol' Blessing of Kings works in Wrath. 2% per talent point. You don't get to skip out on spending 4 talent points.

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Filed under: Paladin, Analysis / Opinion, Expansions, 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

[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

Paladin changes in Beta build 8885


Three major changes were implemented for Paladins that affect all three specs in the latest Wrath Beta build. Beacon of Light was reworked, Blessing of Sanctuary was buffed, and Retribution was nerfed through changes to Blessing of Might and Judgements of the Wise. The nerfs aside, the two other changes make a significant difference in gameplay, particularly the change to Beacon of Light.

Beacon of Light
The target becomes a Beacon of Light to all targets within a 40 yard radius. Any heals you cast on those targets will also heal the Beacon for 100% of the amount healed.
The promised rework of Beacon of Light is finally here and it's absolutely amazing. It fits better with the Paladin's kit, which is -- still -- cast heals vs. HoTs and single target healing. Paladins are the best single target healers in the game and the new Beacon of Light capitalizes on that by adding a secondary target to the primary heal. It's not quite the group heal we've been asking for, but it does the job quite nicely. In fact, it's like the now retired Blessing of Light's great granddaddy for heals because when you heal the Beacon of Light's target, the heal is doubled. I don't know if that's intended or a bug because when you cast Beacon of Light on yourself, it won't work.

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

Paladin glyphs in Beta build 8885


A few new glyphs have popped up in the latest Beta build, and basing it on MMO Champion's list, it looks like some old ones have changed. A quick glance at the glyphs show them to be rather underwhelming, however, and I'm not so sure Blizzard is taking the right direction with them. Let's take a closer look.

Glyph of Blessing of Kings

Reduce the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
This seems to be either a changed Glyph or another one for the same spell, I'm not too sure. The other one, which I discussed in a previous post, also increases attack power by 3%. Not very useful for casters, sure, but certainly better than this one. This Glyph downright blows. Why? Because Blessing of Kings and specially Greater Blessing of Kings are preparatory spells! The mana cost reduction is irrelevant because Paladins cast this spell during downtime, the buffing up stage. Paladins will have the opportunity to drink before the encounter so mana saved from this spell is utterly worthless. In PvP, where Blessings are routinely dispelled, this Glyph is slightly more useful. However, it's probably best to save that Glyph slot -- even a minor one -- for something better.

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

WWI '08 Panel: Paladin (UPDATED)

There weren't very many exciting things for Paladins at the Worldwide Invitational Panel earlier today, and this reflects the development we've seen leak out from the Wrath of the Lich King Alpha. The sneak peek of the Alpha showed that while most classes have proposed talents and abilities mapped out, there's still very little work done for Paladins. This doesn't mean Blizzard isn't thinking about the class, though. In fact, from the few things they've mentioned, it looks like they're moving in the right direction.
  • Confirming something the Paladin community has known for quite some time now -- Retribution itemization blows is very poor. They're moving itemization for Retribution Paladins to share items with Death Knights and Warriors. This means future Retribution items will have no Intellect on them... could this herald some Strength as mana mechanic?
  • UPDATE: Also on the Retribution Paladin front, Blizzard mentioned during the Q&A that Retadins will have their group utility increased by making them more efficient DPS-wise. No details on exactly how, but this little bit of information should send a thrill down the spine of every 2-hander swinging Paladin out there.
  • Hand of Purity is a new "reactive healing" spell for Paladins, something that the oft-maligned 'two-button healers' sorely need. It will work as a clutch Prayer of Mending-type spell. Will it be instant cast? As the two staple heals of a Paladin unenviably have casting times, maybe this new spell will actually be something to thank the Light for. Having another healing spell to cast during encounters should be a real blessing.
  • Speaking of blessings, overlapping Blessings have always been a problem with Paladin support, with active Blessings like Blessing of Freedom and Protection overwriting passive Blessings already on the target like Blessing of Kings. Blizzard plans to allow these spells to be non-exclusive and rename them. Not much, but it definitely addresses existing issues.
These changes aren't as exciting as a Warlock's Demon Form (or Illidanform, as Blizzard staffers jokingly call it), or a Warrior's Titan's Grip, the changes show that Blizzard knows what's wrong with the class and is serious about fixing it. So while there hasn't been any major news like a new tanking tree for Hunters or greater Arena viability for Priests, we're hoping to see more exciting stuff for Paladins!
WoW Insider is on the ground in Paris at the Blizzard Invitational bringing you the big announcements and latest Wrath news as it happens. Check out our latest coverage!

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

The tanking Rogue strikes again, 5-mans Gruul


You may remember Gaeowyn, the Rogue from Shards of Existence who tanked Mother Shahraz thanks to an insane amount of dodge via agility. She's struck again, this time taking down Gruul with herself tanking, along with a Paladin (with Blessing of Kings), a Shaman (with Grace of Air), a Hunter with Scorpid pet Sting, ad a Druid (using Insect Swarm in addition to Mark of the Wild, of course). After all the buffs and debuffs, she had 76.31% dodge, 12.16% parry, and 14.16% chance to be missed, resulting in 102.63% avoidance. She posted a link to her spec and gear for tank mode, too. The video's short, but it took them a little over 23 minutes to down him. They also got to discover that his Growth caps out at a 30-stack, and that it expires after 5 minutes.

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Filed under: Rogue, Analysis / Opinion, News items, Instances, Raiding, Bosses, Buffs

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


Last week we took a look at one of the Paladin's core class mechanics, the Seal, which is a short-duration buff that is both preparatory (for Judgement) and integral to a Paladin's attack cycle. Last week, I also mentioned how Seals fail to play a part in a healers spell cycle because of how they operate. Because seals require a Paladin to make a melee attack in order for a seal to work or proc, they are similar to Rogue poisons or Shaman weapon buffs. But seals are not weapon buffs, allowing them to proc off unarmed melee attacks (although why anyone would want to is anyone's guess) but also making them susceptible to dispel mechanics.

I personally think there was a wasted opportunity in this design because it locks out one key aspect of the class from an entire spec. Because of the short seal duration, healers must get into melee range and whack at opponents constantly. Even if a Retribution Paladin is in the raid keeping up a Holy Paladin's judged seal, the Holy Paladin himself won't reap the benefits of his own judgement -- most likely Wisdom or Light -- because he won't be hitting the enemy. A healing Paladin's two-button spell cycle consists of Holy Light and Flash of Light which both have cast times, necessitating periods of no movement and often precluding melee combat. If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes."

While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class. The Holy spec is somewhat ironic and goes against the grain of the core class design. Paladins are a heavily-armored melee class. When they spec Holy, that armor often goes to waste and the melee aspect is shelved away. If the spec was built to take advantage of the seal system rather than be hindered by it (putting up seals activate the GCD, pushing back healing or cleansing), we'd have a very different story. We would have Holy Paladins rushing into combat -- I don't care if they deal piddly damage -- in order to be effective, rather than standing in the back of the raid. I attribute that playstyle dichotomy to the failure of seals.

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

The Light and How To Swing It: Build you own TTRadin


Hi folks, it's me again. Somehow, Liz's computer got unplugged from the Light at the last minute and wiped her draft for this week clean. The task has fallen upon me once to swing the Light and wreak havoc upon these pages with blood and fury. Or something like that. In the wake of the admittedly lackluster (what, no giant GMs or gnome-transfigurations or demons run amuck?) second take on the TTR stress test, I've decided to write up the experience about making your own Paladin on the Tournament Test Realm, aka the TTRadin. If you haven't logged on to the TTR, now's a good time to download the PTR client and get yourself started.

Paladin without the pain

If you've never played a Paladin before, the TTR is an excellent way to experience some Paladin goodness without having to go through the entire leveling experience -- some parts of which even self-confessed altaholic and column co-writer Chris Jahosky admits to having a dislike for. Of course, leveling is part of the education process, so don't expect to know all the abilities and talents a Paladin -- or any class you make, for that matter -- right off the bat if you don't have a max-level character of that class on the live servers. That said, making a character on the TTR is well worth the effort and is definitely something any player can use to explore their options. Getting a taste of a max-level character, in our case a Paladin (this is a Paladin column, after all), is something players can learn from.

So where do we start? We have the usual racial choices: Human, Dwarf, or Draenei for the Alliance; and Blood Elf for the Horde. Because it isn't a PvP server by definition, you can make an Alliance and a Horde character. The tournament server also isn't like the live realms in that there are no quests or NPCs aside from the trainers, vendors, and arena representatives. I haven't explored the tournament realm completely, but it's safe to assume that it's a barren world. The NPCs are all Goblins, by the way, which is a bit unsettling and bizarre. There are few things stranger than seeing little green men and women in full Tier 2.

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

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