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Posts with tag hammer-of-justice

The Light and How to Swing It: Paladin Protection glyphs


Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Please send screenshots as well as any comments to my email at gregg@wow.com.

We've recently looked at builds for protection and retribution, so let's continue that trend and take a look at glyphs. I'm going to review all of them, as we're getting pretty close to Cataclysm, and I'm going to also review them in a more global context instead of talking about what is going to help you on hard-mode Lich King.

The way I've set it up is that everything that you're likely going to want without question has an asterisk next to it; those are pretty much things you'll want to take. If you look through the major and minor glyphs, you'll notice that there aren't very many marked as such. There's a reason for that. We just don't have that many spectacular glyphs that are useful in all situations for those types. That's not to say the other glyphs are bad (well, some are, but we'll get to that), but they're more situational and require some choice on your part.

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

The Light and How to Swing It: Bringing utility 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.

Sorry, the above graphic really has nothing to do with today's column, but I wanted to feature more of the new built-in "power auras" that Blizzard added to the game.

As for today's message, I know the following is going to raise some red flags for those long-time paladins out there, but don't freak out. I'm going to ask that you start stepping up and bringing a bit more utility.

Relax, I didn't mean it in a vanilla or BC sort of way when you were sometimes just brought for certain buffs and nothing to do with your damage, tanking or healing. I mean it in a real sense that we do have some utility available to us in addition to everything else that we do, much the same way that hunters' traps bring utility to their class.

The coming expansion is going to be harder than we're used to. We've been just nuking things for so long that a lot of our utility abilities have slowly worked their way off of our toolbars, or we're getting new abilities in the expansion to fill roles we haven't had before.

Let's take a look at what we're going to be expected to start doing once the Cataclysm gets into full swing.

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

The Light and How to Swing It: 3.2.2 means re-balancing... again


While I'm not one to whine about incoming nerfs and changes for any of the classes I play, it sometimes gets a little annoying to see the developers tweaking things here and there trying to get the balance just right. Ghostcrawler recently said that in comparison to other classes, "... paladins (all 3 kinds) have been a bigger headache to balance this expansion, usually in the favor of the paladin." While we might not always think this is the case, there are several times since the moment 3.0.2 hit to start the expansion off where things just felt too easy. From ret pallies in substandard gear out performing all other classes to holy pallies being able to chain cast Holy Light with little regard for mana, the class has been a little off at times.

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

Tuesday's in-game fixes


We love in-game fixes, right?

Blizzard blue poster Bornakk has announced a couple new in-game fixes. The updates are as follows:

First, the nerf to the Paladin's Vindication talent that set the Pally community on fire yesterday is now live. The nerf removed stamina and intellect from the 20% reduction that Vindication gave. All other primary statistics are still affected by Vindication.

Secondly, Maim, Bash, and Hammer of Justice will no longer cause a player's spell to be interrupted when they're immune to stun. They will still interrupt the NPC's spells however.

There have been a handful of other hot fixes that we've covered the past few days, and those are recapped after the break.

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Filed under: Paladin, News items

Paladin changes in Beta build 8982


The nerf bat swung and we got grazed a little bit. I didn't cover the last build's changes because they were somewhat minor, and most of them were reverted in this latest build anyway except for the change to Beacon of Light's duration to one minute (and all ranks work now). That's a buff, just in case you were wondering. On the other hand, the rest of the news is not so good.

Seals were nerfed again. The coefficients for Seal of Vengeance / Corruption, Seal of Blood / of the Martyr, and Seal of Command were lowered. I don't really have much to say about this other than that I'm disappointed but confident that it's all balanced. I haven't done as extensive a test of the Beta as I probably should, so if these damage nerfs were based on hard numbers that Blizzard has gathered, then they're probably right. I have to believe that.

Melee hits no longer refresh Judgements, which means that in order for the debuff to stay on opponents, Paladins will actually have to continuously Judge them. With the change to Crusader Strike some time back removing its Judgement refresh feature, this means Judgements will be every Paladin's responsibility. This also means Blizzard is forcing Holy or healing Paladins to insert Judgements into their rotation. With Judgements eating up the GCD now, I'm not so keen on the idea.

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

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