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Posts with tag judgement

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: Radical changes to holy paladins on the 4.3 PTR

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.

When I first checked out the official PTR change list for the upcoming patch 4.3, I wasn't expecting many holy paladin changes. We've been performing admirably in Cataclysm, comfortably straddling the line between obsolescence and ubiquity. Upon the reading the changes, I was shocked to see such radical changes to our talents, spells, and playstyle. Patch notes like these are always scary, as we don't know if we're being gutted or reinforced. I immediately downloaded the latest PTR client and got to work.

Holy Radiance
was completely retooled into a cast spell that we use on a friendly group member, with talents changed to reflect the new design. We gained two new holy power sources, and Light of Dawn had its target count shifted. Our bread-and-butter mana regeneration mechanic, the Seal of Insight and Judgement system, was also scrapped in favor of a flat regeneration buff that scales with our spirit.

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

The Light and How to Swing It: Don't trust your mana bar

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.

Since patch 4.1 went live, I have been noticing some irregularities with my mana bar. I don't check it too often, as I'm usually focused on my raid's health instead. As expected, I watch my mana the most when it's running low. It seemed as if I was both gaining and spending more mana than usual, and so I started doing some research. A few threads on the WoW official forums revealed that there were others seeing the same sort of issues and that Seal of Insight and Judgement were the main suspects.

The initial reports that I found indicated that holy paladins were actually being robbed of mana after using Judgement. We normally gain mana after Judging, due to its interaction with Seal of Insight. The issue was that when casting a spell after Judging, we'd somehow lose the mana that we had just gained. Judgement actually costs us some mana, though typically we recoup the cost from the mana it grants. If we're not seeing a return from Judgement with SoI active, then we should actually stop Judging on cooldown. Luckily for us, that's not the whole story of what's happening.

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

The Light and How to Swing It: Best practices for holy paladins

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 what to look for in your World of Logs parses.

Holy paladins are doing all right. While patch 4.1's notes may have retribution and protection up in arms about the new cooldown on Word of Glory, holy paladins are exempt via Walk in the Light. We're actually not seeing any changes in the upcoming patch -- at least, none that have been announced yet. The lack of updates shouldn't come as a surprise to a healing class that's been performing relatively well. Minor balances to our mana and effectiveness have been used to keep us in line with the other healers, but we're otherwise stable. Patch 4.1 will buff our recently discussed set bonus, but that doesn't help improve the gear today.

Just because Blizzard doesn't have any buffs planned doesn't mean that we can't work on improving our performance naturally. There is truly no WoW player who can perform perfectly at every moment, but the closer we get to that ideal, the stronger healers we become. As healers, we should constantly be developing our skills and refining our gameplay. There's nothing worse than feeling like the weak link on the chain, and so keeping ourselves at top healing efficiency is crucial to being successful in whatever environment you're healing in.

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

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: Ret rotation and cooldowns in 4.0.1


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.

A couple of weeks back, I covered the basics of things that changed for retribution paladins. At the time, I was putting off any information about rotations, because our class has drastically changed and I wasn't sure if there were any more changes coming down along the lines. Now, 4.0.1 is here and locked in.

I'll be honest. Some of you might not like the direction the class has taken. I do ask you all to at least give it a try for a week before getting upset. A lot of classes have been revamped and I expect a lot of class-swapping before the expansion. However, those of you who are looking at these changes and drooling should find much more depth to the class.

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

The Light and How to Swing It: Retribution in 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.

A couple weeks back, I covered the changes to protection for the 4.0.1 pre-Cataclysm patch that usually goes out a month(ish) or so before release. The point of those patches is so that everyone can play with the new class features and get everything figured out before the chaos that is the actual expansion release. Now it's time to do the same sort of coverage for ret pallies. If you haven't been following the changes thus far, it's going to look odd. There are new class concepts and skill/buff consolidations.

First off, picking your spec now has a lot more meaning from the get-go. You receive most of the passive buffs that you'd have to spend 40 talent points getting in the past for free at level 10 that are responsible for making your chosen spec usable. As an example, you get Sheath of Light, Two-Handed Weapon Specialization and Judgements of the Bold. That provides your attack power-to-spellpower conversion, your weapon damage bonus and your mana regeneration. All of this just for picking the spec. In addition, you get a new attack called Templar's Verdict that we'll get into later.

First off, let's talk about the biggest change to our class in the expansion: holy power.

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

The Light and How to Swing It: Where did they go?

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.

Before we get on to business, I need another batch of screenshots for headers if anyone feels like tossing a couple my way.

A lot of abilities have been either renamed, revamped or removed in the Cataclysm beta. This is part of a consolidation process to remove a lot of buttons off of our bars. Other abilities were changed to remove durability and healing from retribution.

However, in the interest of explaining where things went, I decided it might be best to make a list of our lost and renamed abilities, for those of you who haven't been able to keep up with all of the changes.

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

Patch 3.2.2 PTR: New Onyxia loot revealed

Onyxia's loot is coming into focus on the test server, and we here at WoW.com's secret headquarters are pretty much sitting here drooling and gabbling incoherently over it. As promised, we're seeing the promised buffed up Onyxia loot, but it looks like Onyxia's been doing some raiding of her own, coming back with upgraded versions of some other classic raid loot as well. Also, the Quel'serrar is back.

The promised helms are in, and so far, it looks like they're the same color and model as the old T2 exactly, and they are still class restricted. Luckily, they have stuck with the improved itemization and stat outlays that have come into play since vanilla. In fact, you'll exactly see multiple versions of many helms dropping, one for each basic playstyle of the class. For example, there's tanking, healing, and DPS versions of Judgment. If there's one downside for this, it seems like it means it may take a lot of runs until you see the helm for your exact spec drop.

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

The Light and How to Swing It: Judgements 101


"Judgements?" I hear you scoffing. "We've been using Judgements since we were level 4! We know everything there is to know about Judgements!"

I know, I know. We've all been using Judgements since we were wee little Paladins with only the strength to equip mail armor. Perhaps we all really do know everything there is to know about these Paladin perks. And yet... while they're pretty straightforward when you're soloing or in a small group, the more people you're playing with, the more important it is to know who should be using what when.

Let's start out with the basics. As it stands, we have three Judgements, which generate the following effect when used on an enemy target:
  • Light:You regain health every time you attack the target. (Though Light's healing used to cause threat -- making it the Judgement of choice for Protection Paladins -- it has been threat-free since patch 3.0.8, meaning anyone can use it without fear of pulling aggro.)
  • Wisdom: You regain mana every time you attack the target.
  • Justice: Prevents the target from fleeing and limits their movement speed.
And the nitty gritty details on the subject of Judgements, from the nitty gritty individuals at Elitist Jerks: "All Judgements should be considered as ranged physical attacks, which can miss or crit but cannot be resisted, parried, or dodged. Some game data mining reveals that Judgements are actually melee attacks that have been modified to be immune to parries and dodges, yet they have a 10 yard range and cannot be used while silenced." Are Judgements melee attacks? Are they spells? We may never know, but we do know they can't be parried, dodged, or resisted.

So, now, what are your Judgements good for?

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

Acme Anvil of the Righteous

Quite awhile ago now, I wrote about how playing a Protection Warrior made me feel all warm and fuzzy inside. Or I guess, cold and hard inside? I'm not really sure, but the gist of it was that the graphical appearance of Prot Warrior abilities combined with their sound effects made for a very visceral play experience. It was believable that I was up in a mob's face, keeping its attention focused on me, and taking everything it could dish out while remaining standing. Bashing things in the face with my shield was awesome, and it gave the illusion of being a very ferocious strike, which added a lot to gameplay. Without the sounds and images associated with it, it wouldn't have been nearly as fun.

I return with additional thoughts on that: My Protection Paladin, while it still has a very special place in my heart, isn't nearly as fun as my Warrior directly because of a lack of graphical and aural appeal. The visuals and sounds associated with Protection Paladin spells? Lacking, to say the very least. Where a Warrior's Shield Slam looks and sounds like you have busted a skull open with your heavy shield and powerful blow, a Paladin's Shield of Righteousness somewhat sparkles at an opponent threateningly, with an utter lack of aural flair.

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

Breakfast Topic: Five-man thoughts

We talked about this quickly during yesterday's podcast, but I think most of us have seen most of the instances in Wrath at this point, so we'll ask it here: what do you think of the 5-mans so far?

Actually, I should say that I can't quite pass judgment yet -- I haven't visited the Halls of Stone or Lightning yet, and I haven't yet seen The Oculus, which is the instance I was most excited about at launch. But so far, I have to say that Azjol-Nerub is a standout -- not only does it look great, but the fact that it's pretty much all bosses and no trash is a real plus. And having a well-known lore figure to fight at the end doesn't hurt, either.

And of course I remain a fan of Utgarde Keep, though I think it'll eventually be like Hellfire Ramparts, in that I'll just have done it so much eventually that it'll lose any charm I have now. What are your first impressions on playing through all the five mans so far?

Filed under: Analysis / Opinion, Blizzard, Instances, Expansions, Lore, Bosses, NPCs

The Queue: Leveling, bug reports and the Scourgeborne


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.

Andrew
asked...

For those of us who won't be able to play Wrath for a while still, what would be the best route to catch up with everyone and get into raiding as quickly as possible?

Just quest, really. Finding a good place to grind out mobs can technically be better XP per hour, but really, that's a horrible way to experience the expansion your first time through. Most of the people that did it that way (such as Nymh) did it after they'd already seen all of the leveling content in the Wrath beta. Just quest. The order I did zones in is this: Howling Fjord, Dragonblight, Grizzly Hills, Zul'Drak, Sholazar Basin until you hit 77, then get Cold Weather Flying and move on to Storm Peaks or Icecrown until 80. Exchange Howling Fjord for Borean Tundra if you want. I just went with the Fjord personally because it had fewer people.

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Filed under: Analysis / Opinion, Leveling, Death Knight, Wrath of the Lich King, The Queue

Paladins nerfed on the beta


MMO-Champion is showing a good run down of the recent paladin changes. We knew these were coming. While many of the changes don't seem like they're nerfing the Paladin class to the ground, the changes are definitely a nerf.

Most of the changes are centering around the Retribution tree. Some are pretty crazy, like Seal of Corruption dealing holy damage, and Divine Storm dealing physical damage. There is no indication if these changes will make it into patch 3.0.3 or arrive in a later update.

There's a couple of other changes that stick out for me.
  • Seal of Command lost about 20% of it's overall damage
  • Most other seals were reduced by around 13% to 21%
  • Judgement of the Wise grants 15% of base mana instead of 33%
  • Most other judgement effects are reduced by about 15%
  • Art of War was retooled to increase damage of Judgement, Crusader Strike, and Divine Storm instead of increasing critical strike damage
In the glyph department, the Glyph of Crusader Strike now reduces the mana cost of Crusader Strike by 20%, instead of increasing the damage dealt by 20%.

And finally, Blessing of Might now increases AP by 306. It used to be 305. So it's not a total nerf...

Filed under: Paladin, Analysis / Opinion, 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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