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Posts with tag toughness

[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

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

Death Knight tanking undergoing tweaks

The latest announced changes for Death Knights are out, and this time, they seem to be mostly concerned with tanking. There's two major philosophies that Blizzard seems to following for Death Knights: First, any tree should be able to excel at tanking at least to the 5-man level, and Death Knight tanking should be at least somewhat interactive.

In that vein, they're introducing two revamped late tree tanking talents to the mix. In Frost, Unbreakable Armor will be a usable ability that costs 1 frost rune, but will only increase armor by 25% and Strength by 5%. In Blood, Vampiric Blood (previously mentioned in last week's Lichborne) will be a 1 blood rune ability that increases healing received from all sources by 50%. Both abilities will not trigger the GCD, will last 20 seconds, and will have a 2 minute cooldown. Blizzard aims to balance these 2 abilities with Bone Armor (which will have an internal cooldown of 3.5 seconds, like Shaman shields) to create 3 viable late tree tanking abilities.

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Filed under: Analysis / Opinion, Instances, Raiding, Death Knight, Wrath of the Lich King

The Art of War(craft): Dreaming about Death Knight PvP


I know, I know. It's too early to actually figure out how Death Knights will work in PvP. Humor me for a bit. The new class, with its juicy talents and abilities, even if they will get changed before Wrath of the Lich King hits the shelves, have got me really excited. They have some pretty cool spells and a new resource mechanic that promises to shake things up as far as gameplay is concerned. I'm not big on alts, and I play mostly on my main and a secondary toon that really needs more love, but I actually want to make a Death Knight. I'm not an alt-o-holic, but I think I'll be taking it all the way to Level 80.

Of course, while I tell all my friends that I'm finally making a toon I'll be happy to tank with, what I'm really thinking about is PvP. I had initially wanted to make a Death Knight class when the game was announced, Death Knights being my favorite Hero in Warcraft 3. I thought Warlocks were the going to be it, considering the Death Coil spell, but I ended up never making a Warlock at all. But now here's the real deal. Plate armor, badass Rune weapons, Deathchargers, and all things ooky, spooky, and vile. Sounds like a lot of fun to me.

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Filed under: Analysis / Opinion, Death Knight, Wrath of the Lich King, The Art of War(craft) (PvP)

Wrath Beta patch notes: Paladin part IV - the Protection tree


Alright, we've seen the changes to the Holy tree, and as far as I can tell, it looks really exciting. Blizzard addressed some key issues such as mobility with possible instant heals, HoTs, and spell haste. Holy Paladins might actually use Seals and Judge them. There's still the quibble about mana regeneration, but for now, it looks as though Paladin healing is headed in the right direction. You can read about the changes to Holy here, as well as the list of changes to baseline abilities and talents.

What about Paladin tanking? The Protection tree in its current state is designed for AoE tanking, which Blizzard acknowledges to be the Paladin tank's niche. But where Paladin tanks shine with trash mobs and situational bosses, the reactive tanking mechanic is only moderately successful with single targets, particularly bosses with slow attacks or do not rely purely on Physical attacks (thus not activating a block). That said, Paladin tanks can frontload massive threat, scale well against multiple mobs, and are the darlings of 5-man content.

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

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