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Posts with tag paladin

Is it time to kill pure DPS?

Hi guys, you may remember me from last week when I threw a rock into a hornet's nest. I was frankly blown away by the responses, some of which were very well thought-out, that supported, refuted, or elaborated on the issue of tanking and if it is here to stay or on its last legs. Since I find that kind of discussion valuable, I thought, "Well, I can always find another rock, right?" And so here we are.

The DPS classes in World of Warcraft present us with a conundrum. If we consider the holy trinity of tanking, damage dealing and healing to be a pyramid that the game relies on, then the base of the pyramid is most easily envisioned as cornered by the tanking and healing classes and the apex occupied by the DPSers. The issue is, only four classes can hold up the tanking corner, only four can hold up the healing corner (and two of those classes are also in the tanking corner), and absolutely every single class in the game can stand on the top of the pyramid. This results in a pyramid that's metaphorically heavier on top than at the bottom.

Furthermore, of the game's 10 classes, four of them (the rogue, mage, warlock, and hunter) can only stand at the top. Whether or not they want to do something else is immaterial (although one assumes that they do not, elsewise they might have chosen a different class), because they simply cannot do so -- at least if we continue to visualize the game as based around the tanking/damaging/healing triad. So what to do?

Well, we can get rid of DPS classes entirely.

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Filed under: Druid, Hunter, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Death Knight

Is it time to kill tanking?

Please note I said "tanking" and not "tanks." If you know a tank, give him or her a hug. He or she isn't clad in cold metal or an angry bear that will tear off your face because of you; it's those pesky mobs.

The tanking system has long been somewhat problematic in World of Warcraft. While it scales to some degree, from 5-man dungeons to 10-man raids, the scaling falls apart when we get to 25-man raiding, which currently demands about the same amount of tanking as 10-man. You can get through most of Firelands with two tanks, no matter your raid size. Majordomo Staghelm only requires one tank, again, no matter your raid size. This means that the scaling from five to 10 works, but as soon as you go from 10 to 25, instead of needing 2.5 times more tanks, you need no more tanks.

The other problem is simply that there already aren't enough tanks for every 5-man group. When the Call to Arms feature was announced for the Dungeon Finder tool, it was created out of the simple fact that we're not seeing the distribution we'd expect in the playerbase. In order for the Dungeon Finder to work without significant group queues, we would need 20% of the people queuing up to be tanks (1 in 5 = 20%). This is not the case.

People simply don't want the perceived group responsibility of tanking. It's why changes were made to CC mechanics that allow groups to CC on the fly without pulling. It's why Call to Arms exists. And yet, despite both of these changes, tanking was still so unattractive to players that threat itself needed to be redesigned. All of this work to try and get people to tank. Maybe the problem isn't the players here, though. Maybe it's the role.

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Death Knight

Reader UI of the Week: Pathanos' clean and simple setup

Each week, WoW Insider and Mathew McCurley bring you a fresh look at reader-submitted UIs as well as Addon Spotlight, which spotlights the latest user interface addons. Have a screenshot of your own UI that you'd like to submit? Send your screenshots along with info on what mods you're using to readerui@wowinsider.com, and follow Mathew on Twitter.

Last week, Reader UI of the Week profiled Lellee's UI and a call for help in fixing up a non-widescreen UI and just making the whole thing work a little bit better. One thing that I try to do during a call-for-help-type article is point people in the direction of an example of what I am trying to articulate. In this case, I wanted to profile a user interface that is simple enough to replicate on your own with a minimal amount of configuration addons, with an acceptable amount of time needed to create it. That's what today is about -- the philosophical process and a general outline to making your user interface look nice and tidy, just like our friend Pathanos has here.

Pathanos' UI is built around a Razer Naga-plus-keyboard setup for his tanking paladin. In the screenshot, you will see his sparse raiding UI, a clutterless view space that allows for plenty of information gathering while not being an addon monstrosity. Hopefully we can get you up to speed as well as to what is needed to set up something like this, with a quick understanding of the concepts needed, where to start, and what you want to look for when building it.

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Filed under: Add-Ons, Reader UI of the Week

The Light and How to Swing It: Basic retribution cooldowns -- when to pop your wings

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. With the Light as his strength, Durin Mundahl takes on the foes of Azeroth with all the wrath of a retribution paladin. Feel free to send your retribution questions or comments to durin@wowinsider.com.

Hello, my Light-wielding brethren. Let me start off by saying that all of this information applies to patch 4.2 and the current state of retribution paladins. In future patches, this information may become outdated. Use your own Judgement when reading. Some side effects may include increases of a few thousand DPS on target dummies and an overall feeling of ecstasy. Working as intended.

After my last article, I got a few emails asking basic questions about retribution paladins and how to play them. I get questions like What's my rotation?, How is your damage so high?, and Why do you keep pulling aggro? pretty frequently. When I'm not trying to convince my guild it's the tank's fault I'm pulling aggro (even though it isn't), I try to explain to people that the key to doing good damage nowadays comes mainly from cooldown management, much like a lot of other classes -- but I'm not writing about mages or warriors here.

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

The Light And How To Swing It: Retribution changes and new gear in 4.2

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. With the Light as his strength, Durin Mundahl takes on the foes of Azeroth with all the wrath of a retribution paladin. Feel free to send your retribution questions or comments to durin@wowinsider.com.

Where do retribution paladins stand now that 4.2 is here? Let's look at the current state of the ret pally. In future patches, this information may become outdated, so use your own Judgement when reading. Side effects may include increased raid AOE damage and an overall feeling of satisfaction. Working as intended.

Let's get down to business, shall we?

  • Seal of Righteousness now can be activated by any melee ability, not just single target melee abilities. This adds Hammer of the Righteous (the physical component) and Divine Storm to the list of abilities that can activate this seal. In addition, Seal of Righteousness procs can now be critical effects.
  • Inquiry of Faith now increases Inquisition duration by 66/133/200%, up from 50/100/150%.
  • The Seals of Command talent now makes Seal of Righteousness hit an unlimited number of melee targets, instead of only 2 additional targets.
  • Selfless Healer can no longer be dispelled and cannot be stolen via Spellsteal; and, in addition to its current effects, it lowers the cooldown of Word of Glory by 5/10 seconds.
  • Glyph of Seal of Truth expertise bonus now also works when Seal of Righteousness is active.


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

Official tier 12 armor set preview updated with warrior and druid

Blizzard has updated the community site tier 12 armor preview with the final 2 armor sets -- warrior and druid. Patch 4.2 is coming soon, as players prepare for the invasion into the Firelands to confront Ragnaros for the (potentially) last time. Each armor set for this raid tier has its looks originating from something in the Firelands, going for the instance motif over the class motif.

Warriors will dress themselves in the Molten Giant Battleplate, made in the image of the new molten giant model. You may remember molten giants and molten destroyers from the Molten Core. They also wander fields of lava in the Firelands, ready to lumber over to unsuspecting players.

Druids will be donning the Obsidian Arborweave sets, based on what appears to be the tree that Malfurion and the Avengers of Hyjal are growing in the Firelands as the foward base against Ragnaros. Maybe, as a restoration druid, you were upset that Tree of Life was not a permanent form anymore. Well, now you get to dress up like a tree. Compromise. Hit the jump for a pic of the druid set.

By the way, Obsidian Arborweave is the most "Blizzard" name for anything I have ever seen. I hope that guy got a raise.

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Filed under: Druid, Warrior, Cataclysm

The Light and How to Swing It: Patch 4.2 lets our mastery stack

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.

Intellect is the best holy paladin stat. There's no need to discuss it, as everyone agrees that intellect is king. Since all of our gear has intellect on it already, most of our stat choices revolve around our secondary stats. Haste and spirit are currently the two stats that most holy paladins prefer, with critical strike rating and mastery rating taking up the rear. Blizzard has already tried making our mastery bonus more attractive a few times in Cataclysm, but with little success.

In patch 4.2, the developers have made several changes to our mechanics that make the healing secondary stats much more powerful. Our critical heals will be healing for 200% of their original value in the next patch. Critical strike rating will be more valuable in a double-crit world, but haste will likely still be champion. On a more interesting note, our Illuminated Healing mastery bubbles are stacking on the patch 4.2 PTR. Each heal adds more absorption, up to a maximum of 33% of our total health.

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

Ask the Devs Round 9 wants your tanking questions

At precisely noon today (that's right now!), Ask the Devs Round 9 will be up on the official forums. This time, the devs want to know what you want to know about tanking. Are you interested in the incoming 4.2 change that strips dodge from agility for warrior, paladin and death knight tanks? I'm personally interested in why they bothered to do that. Maybe you're more curious about the general direction of tanking in 5-mans, raids and even tank specs in PVP, or you're wondering about how good mastery is going to be for your paladin tank in 4.2.

Whatever your questions are, now is your chance to answer them. So go! Go, my legion of the tanks, go and get the developers' aggro and do not let it go until your questions are answered!

The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new Tier 12 armor!

Filed under: Druid, Paladin, Warrior, Analysis / Opinion, News items, Death Knight, Cataclysm

Raid Rx: Healing changes and Firelands thoughts

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. Catch his weekly podcast on healing, raiding and leading on the Matticast.

Here's one of the larger healing changes coming up in patch 4.2. It'll affect all healers for sure, since it affects the critical strike of heals. We first learned Blizzard was contemplating this change several weeks ago in a Dev Watercooler post.

All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).


I'll go over my thoughts about the proposed healing changes for patch 4.2. I also had the opportunity to try out some of the new raid encounters on the PTR in Firelands. Think you're ready for the upcoming healing challenge?

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Filed under: Raid Rx (Raid Healing)

Raid Rx: Analyzing tier 12 healing set bonuses

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. Catch his weekly podcast on healing, raiding and leading on the Matticast.

Good news, everyone! Patch 4.2 information is heating up! I've already fired up my PTR client, and I'll be eagerly testing any new encounters. Some of the new information that has been released includes the new tier bonuses, which I'm sure you're burning with desire to know more about. I'll see if I can help stoke the flames of your anticipation. I suspect we'll have some players returning to see if new content is going to rekindle their interest in the game.

Too many fire puns? Okay, let's just blaze on through and look at healing tier bonuses.

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Filed under: Druid, Paladin, Priest, Shaman, Raid Rx (Raid Healing)

Official patch 4.1 notes updated for May 2

Blizzard has released an update for the patch 4.1 official patch notes. Most of these notes confirm changes already in game, including the presence of portals to Stormwind and Orgrimmar in Dalaran and Shattrath, which should be good news for people leveling through the 60s and 70s. In addition, the art update to Reins of the Dark Phoenix was stricken from the patch notes. That change will be coming in patch 4.2.

Read on after the break for all the new changes.

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Filed under: News items

Patch 4.2 Preview: Tier 12 armor sets

Blizzard has been on an information release kick this week for Rage of the Firelands, the next content patch for Cataclysm. World of Warcraft has been known, for better or for worse, by its armor design choices. Some of the armor sets in WoW actually have transcended the game itself, becoming part of a healthy nostalgia for players old and new.

Firelands is not going to have any shortage of cool raid gear. The tier 12 armor preview has just been released and contains images of the paladin, mage, rogue, hunter, death knight and priest sets. Warlocks, warriors, shaman, and druids are currently absent, though we can bet druids will also have a fire motif, considering Fandral Staghelm's role in the Firelands raid.

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Filed under: News items, Cataclysm

Class revamp breathes new life into alts

Transformation -- I'm not specifically talking about the shapeshifting ability of my new feral druid, I'm actually talking about the widescale changes made to druids (and all classes, really, but specifically druids) that suddenly made playing one fun for me. For the past four and a half years, druids were my second least-favorite class, beaten only by mages. I still hate mages, don't worry.

Cataclysm, even more so than any previous expansion, really redesigned how classes level up and their basic functionality. Some classes, like paladins, saw an entirely new resource mechanic. Others found themselves turned away from previous core concepts (like a death knight's ability to tank or DPS in any tree) or given a more clearly defined role from the start.

In the process, while many players had to relearn their classes, someone like me can come along and try again on a class that feels much more fluid and dynamic to level. I have started 16 druids over the years, only to delete them by level 20, so the sleek, compact redesign of the class was a revelation to me.

This, of cours,e does beg the question of the inverse. If a redesign makes the class easier to pick up but turns off the long-term players, did we gain or lose something?

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Filed under: Druid, Paladin, Warrior, Analysis / Opinion, The Burning Crusade, Wrath of the Lich King, Cataclysm

In defense of gear simulations

Josh Myers is not a scientist. The closest he's ever come to being one is winning the Science Fair in 8th grade and getting straight As in physics in high school. Despite these clear signs telling him to look for a career in science, he decided instead to go for a degree in English. His wallet hasn't forgiven him since.

"Just sim it" is a phrase almost everyone who has played World of Warcraft in the past few years is familiar with. Should my enhancement shaman use Tunic of Failed Experiments or Voltage Source Chestguard? Sim it. How much of a DPS increase is the four-piece Firelord's Vestments bonus? Spreadsheet it. How much DPS am I losing since I can't afford a Flask of the Winds on my hunter? SIM IT!

I'll be the very first to say that saying "just sim it" isn't a constructive thing to say. Beyond being slightly rude, it doesn't explain why simming is such a good idea. However, while I find "just sim it" to be in poor taste, the actual act of simming or spreadsheeting gear choices is a really good idea. This post aims to address why we encourage spreadsheeting your DPS choices.

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Filed under: Analysis / Opinion, Raiding, Cataclysm

Raid Rx: Patch 4.0.6 healing thoughts

Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand pooh-bah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. If you're looking for more healing advice, check out the Plus Heal community and the new healing, raiding and guild management podcast Matticast.

Even though I wasn't responsible for it, its nice to believe that my little story in last weeks column might have influenced the Mana Tide change. What is the change, you ask?
Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.
It won't be an overpowered mana reset ability anymore. I have to admit, I do miss having that synchronizing aspect that all the healers share. Having a shaman give a 3-second warning that he is going to drop a Mana Tide cued the rest of the healers to activate their spirit trinkets. I thought that was a neat little interaction. I wouldn't mind seeing more of it somehow later on -- little ways that help promote (but not so much require) healing coordination would be a cool addition. I'm just not sure what other ways methods can be explored.

On the bright side, I don't need to figure out which players have the lowest mana regeneration in order to stack them into the healing group.

But hey, enough about resto shaman already! Some additional healing changes (both nerfs and buffs) will be coming soon. No idea if any of this stuff is going to stick. Tell me what you think.

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Filed under: Druid, Paladin, Priest, Shaman, Raiding, Raid Rx (Raid Healing)

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