Archive by Author

We’ve got the power

Imagine my surprise when I read the leftovers of the Twitter Q&A from Friday and saw that our world had suddenly been turned upside down. Well, that might sound a bit dramatic, but what was announced was a tectonic shift in the play style of the Paladin class. Right now, as it stands, we just throw abilities at the boss while attempting to sync cooldowns and maximize output.

To say the least: Boring. Overly simple as well.

Something had to give and I’m glad to see that we’re finally getting that much-needed complexity that many of us have been clamoring forever for.

All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:
An instant mana-free heal: Word of Glory
A buff to increase holy damage done: Inquisition
A massive physical melee attack for Retribution paladins: Templar’s Verdict
Holy Shield’s duration is now extended by Holy Power
Divine Storm’s damage is now increased by Holy Power

969 is dead and rightfully so. We’ll be shifting to using a more priority-based system in Cataclysm that builds on using abilities when the payoff is at its apex. For example, say Crusader Strike builds Holy Power for us, then we would do some normal attacks, mix in CS, and build HP to 3. Once Holy Power is maxed out, that’s when we would pop Holy Shield for a longer damage reduction “break” (which begins to make sense of GC’s assertion that you would only use Holy Shield once a minute or so, it becomes much more manageable when there’s a clear point to use it).

Or, you could opt for casting Inquisition and going for a threat boost (probably more useful for trash or farm content?). In any case, choices! And priorities! We’re not just doing A, C, B, D, A, E, B, C, etc, anymore!

Has it been properly conveyed how excited I am about this system yet? I realize this is a weird reverse of Rogue combo points, where we’re stacking these on ourselves, but I am sure in the end it will be just the tonic class needs.

Likewise, this GC quote from this weekend is pertinent:

We felt like we needed to add several new spells to the paladin rotation, including making Holy Wrath a real part of the rotation. With all of those changes, we thought it was hard to justify having a mechanic to choose your Judgement when you were already choosing your Seal and Aura. It’s just a different model. If anything at the moment I’m worried that we made paladins too complex and might have to reign it back in a little. We’ll see when players can try it out in beta.

Yes, wait and see! After the long time we’ve spent wallowing in “easy mode”, erring on the side of complexity is not a bad thing. Just go with it.

Lastly, I would like to /sign the suggestion given by many on the official forums, as well as by Rohan and Sucidal Zebra: rename Holy Power to Zeal. Holy Power is an undeservingly lame moniker for something with so much potential.

Art for the sake of awesome art

I first saw Vidyala’s artwork on Anea‘s blog (whichever one of her many sites she was operating at the time, haha) and I was immediately struck by how great it was. At the time, I was looking for a new header image for Righteous Defense. Something other than Graccus, that stalwart TCG character. Something of my own that couldn’t be forced down with a C&D letter one day.

So I hit up twitter, and asked if anyone knew someone taking art commissions and Vid (of Pugging Pally fame) dm’d me back in short order offering her services. I took her up on it and I am so happy I did. As you can see above, I have definitely gotten the deal of a century. I’m pretty sure Italian princes used to have to pay small fortunes to get this kind of quality back in the day.

I’ll stop before I get accused of flattery.

In any case, if anyone is wondering the meaning of the new banner above, it’s a drawing of yours truly standing before a burning block in Stratholme, looking all righteous and “defense-y”. Fitting, I would say.

If you’re looking for someone to do an art commission of your character for a blog, or what-have-you, I cannot recommend Vidyala enough (you can find her email address on her about page). The whole process was a joy to proceed through, and Vid was very patient with my many, many tweaks and requests. She took my bizarre and vague description of what I was looking for, and turned it into the amazing banner that now adorns the top real estate of this blog. All in all, I could not be more satisfied with the process or the final result. Thanks Vid!

Prot tree is dead, long live the prot tree

On the official forums, someone asks a question about a few talents. Ghostcrawler gives up that Improved Devotion Aura is dead, Eye for an Eye’s new incarnation is dead, and then just lets the cat out of the bag:

I’m going to regret saying this, but the paladin trees are the most changed in the game. There are only a few of the current beta talents that survived the, um, cleansing.

Well then.

3 trends you can see in our “new” tree

I did one pass with wow-tal.com this morning and came up with this selection of talents. A complete waste of time, though, because our tree is obviously a work in progress. Everything is subject to change. Yet, there are still some trends you can see through the fog of war.

1. A radically different Consecration

Consecration on the beta server right now lasts for 15 seconds and has no cooldown. You drop it in one place, then can move and drop it in another immediately. Old one disappears, new one comes up. Then, the talent Hallowed Ground increases the duration by 15 seconds and damage by 15% for 1 point, and 30 seconds/30% for 2. A 45 second Consecrate.

Basically, the ability shifts to almost like a harmful aura than an actually ability in a rotation. I think this is a good change for sure, especially once you consider point #3 of this post. It’s shifting to more of a “fire and forget” ability. Moreover, even if the 45 second duration doesn’t stay, it’s obvious what the new path they want Consecration to take is.

2. Clickable Ardent Defender

This was probably one of the biggest complaints masochistic Paladins like yours truly leveled at Ardent Defender in the past, that it was automatic. At the beginning of Ulduar, we begged Blizzard for a second cooldown and instead we got the grotesque god-mode that has hung over our class ever since.

As of this latest build, Ardent Defender is now an on-click ability. Finally, some reactivity. Nonetheless, I sincerely doubt this is anywhere near the final version of this ability. Especially since 35%-0% seems too small a window to have for AD, you’re either going to misuse it or miss using it.

I’m still heartened that we’re being trusted with activating our own cooldowns now.

3. Many more buttons to push

Holy Shock, Crusader Strike, Exorcism. Those are three new single target abilities we’ll be juggling next xpac. Well, probably not Holy Shock.

The talent Improved Exorcism returns to us our precious instant Exorcism, though it’ll be a tad late if Hand of Reckoning retains its damage component. And Improved Crusader Strike… removes the cooldown entirely. Um. I can’t imagine this’ll will persist through later builds, unless it’ll be a lingering stupid trap for Paladins that think spamming a physical damage ability is a good idea for threat.

The biggest downside of all these buttons is a severe case of GCD-lockage, which will hamper us with attempting to throw out helpful abilities like a Hand of Freedom, a BoP, a self-Holy Shock in a pinch, whatever.

I would advise against obsessing too much about the tree and spending more than necessary (like I did) trying to finesse a spec with Righteous Vengeance (this will be must have, mark my words) and other major Prot talents. Next build may see a radical shift in talent placements and cost that will change the picture completely. Save your energy for then!

Bonus: What the hell is happening to Holy Shield?

We are going to turn both Holy Shield and Shield Block into short cooldowns. A short cooldown is an ability that you don’t save for an absolute emergency (like Shield Wall) but we also don’t want it to be on such a short cooldown that it feels maintenance-y. It’s a tricky number to get right, but something in the 30 sec to 1 min zone feels about right. Then you might use Holy Shield one GCD instead of SoR or you can choose to save it until the next big boss attack.

Sigh.

I mourn for my armor webbing

Was just looking over the engineering changes post on MMO-Champ and was a little annoyed by what I saw. For one (and this is my largest complaint) the armor gloves tinker is going from a straight stat boost to a on-use proc.

While 1500 armor is a pretty sexy chunk of protection, I’d rather that be always up than an extra cooldown. I’m all for extra cooldowns, for sure, but… I feel the need to gripe.

Also I don’t see any rocket boots listed, which is a shame. I’ve yet to work the courage up to swap those into my tank set and they’ll soon (well, relatively speaking) be gone.

Lastly, the Cogwheels and Hydraulic pumps thing looks interesting but if I had to bet I’d say it’s just a way to customize an engineering-only trinket so they only have to make one. A +stam empty shell with two sockets, one of each kind. Which basically means we’ll probably be making an avoidance stat stick with this and this. Good starter, but ultimately a yawn-fest for sure.

Hopefully things pan out to be a little more exciting.

What have I come home to?

Last week I had an amazing vacation and it’s somewhat disappointing to be back at work and in the routine again. However, I do have raids this week to look forward to, so that’ll dull the pain a bit.

I feel like I missed a lot in the week I spent over in Buffalo, what with the Real ID crisis and the 31 point debacle. There’s really not much I can say about Real ID that hasn’t already been said, and a week ago at that, so I’ll keep mum. Not to mention the matter is “settled” so to speak.

As for 31 points, and locked trees, I am very much in favor of this change. First and foremost because it can help remove one of the plagues of the Paladin class, that we’re too powerful at baseline. If they divide up healing, damage taking, damage dealing and lock each specialization up behind that faded out wall from levels 10-70, then that gives the developers a lot more room to make up more powerful in our spec without the risk of a Ret Paladin having too much survivability, or a Prot Paladin being able to toss more than three heals.

It’s also for the best that they’re using the redesign of the talent trees to get rid of the stupid point dumps that no one used and were primarily a noob trap. Like Ghostcrawler said:

[Players] were also given ample opportunities to make mistakes, what we call “traps.” A forum-savy player may know which are the dumb talents nobody takes or which are the mandatory ones that might at first glance seem too bland to take. But why have “choices” that are just there for new players or people who just want to swim against the stream just to be different? We’d rather have actual legitimate choices, which we feel like we can offer by having a stable of fewer good talents.

A prot tree missing Stoicism or Divinity, or only having 1 rank of Spiritual Attunement would be a good thing. As fun as it is for all of us to be in the know and cluck our tongues at those who don’t understand why Reckoning isn’t as much threat as Crusade, there’s no real benefit to having a series of “stupid traps” in the talent system.

It’ll also be interesting to see which talents don’t make the cut in the shuffle. Our tree is very top heavy, has a lot of good stuff, talents that I can’t see living without. Obviously I can, but at a glance I feel like a kid being asked to donate some of my old toys to Goodwill. Everything north of Blessing of Sanctuary feels like some epic Transformers figure.

Can’t wait for the next beta build.

So, how about some other blue posts I missed over the week? First, concerning that worst debuff ever:

[Forbearance] will be reevaluated.

I hope by reevaluated, GC means “taken out back and bludgeoned to death with a dirty toilet seat.” There is no excuse to keep this glorified band-aid any longer in game, with the touch up that so much of everything else is getting. Even if it means each spec only gets one Forbeance-inducing ability anymore, like Holy gets LoH, Prot Bubblewall, and Ret Divine Shie–no that’s a terrible idea. In any case, it’s time for a more polished mechanic than “you used x cooldown, now y and z are locked out for 2 minutes.”

Re: block,

Without defense gear any longer and with no block rating on gear, you’re probably at ~5% block, which is way too low. We need base block to be higher, but we still haven’t fully decided if that’s something all characters get or just warriors / paladins, or just tanks, etc.

I’m assuming by “all tanks” he’s also referring to the DK absorb mechanic and Savage Defense? Otherwise I’m a bit confused. Right now I’ve got 11% block (mostly from Defense), with 30% from Holy Shield, and 30% from the occasional Redoubt. I wonder what the final “base” number they’ll settle on will be. I have no idea what would “feel right” at this juncture, since 30% damage reduction can be very powerful if you’re getting that too often.

Lots of speculation about lots of changes. Let’s hurry up and get that next beta build so we can get a better idea of what we’ll all be working with this fall, eh?

Lastly, big thanks to Anafielle for posting in my absence and keeping some of the cobwebs away! I hope she’ll continue to post in the future, and I request you all shoot puppy dog looks her way to ensure that.

The heavens burn, get some ointment!

Halion is a different ball game. Something I don’t think many guilds were expecting, or prepared for. The rumors abounded that he was EZ mode, a quick walk in the park, easily dispatched. And then after the Ruby Sanctum was released, word started to trickle out about trash you had to actually CC (horrors abound!) and mechanics that couldn’t be steamrolled in the usual sense that we were accustomed to. OS 2.0, this was not.

The trash just by itself I could write a blog post on. If you’re not using some good ol’ fashioned crowd control, you will get stomped by the Commander packs. Basically, the way you handle trash is this:

  • Assaulters get pulled aside by one tank and saved for last. They cleave, so dps and heals cannot stand in front of them.
  • Invokers need to have dedicated interrupters on them. Their blast waves hurt. Focus these down first.
  • Commanders need to be CC’d the duration of the pull. Start the pull by having a druid Hibernate one at range, and then grab the Assaulters and Invokers as they rush over. have druids keep Hibernate up.

We wiped a few times on trash because we got careless and thought we could AOE faceroll it down. Don’t make the same mistake.

Baltharus the Warborn

Mark this guy before you pull, since he has a mechanic of making copies of himself. When he attacks a tank he puts a stacking debuff on the tank that reduces the healing you take and increases the damage Baltharus does. And then, to top it all off, he has a Whirlwind where he’ll attack much, much faster. Combined with the debuff, you could be in trouble. Strategies I’ve seen recommend a tank swap on Whirlwind, but honestly it didn’t give me too much trouble. I was okay just using a cooldown.

OT picks up copies, dps stays on the marked one, everybody wins.

Saviana Ragefire

The easiest of the three mini bosses, for sure. Have a Rogue equip Anaesthetic Poison and you completely negate the enrage mechanic to point where you’ll ask “did she ever enrage?” If she does get an enrage off, she’ll splash crazy fire AOE on your raid and probably kill them all. When she goes up in the air, spread out. If you’re MTing and get hit with the Conflagarate, have the OT pick up Saviana until the effect wears off.

General Zarithrian

We did not do this guy correctly, at all. I tanked him by where he stood, Anafielle picked up adds. Once my stacks got to three and I had 60% of my armor gone, I just taunt/bubbled to clear my stacks and hold him. Then the second time I called for Ana to grab him but died before she could. Adds swarming everywhere, dps ignoring them for some odd reason. I get brezzed, pop back up, start grabbing adds. Trying to encourage dps to kill them, but someone shouts “BURN! NO TIME!! AAGGHHHH” and I die on the inside.

I continue to grab adds, eventually tank swap with Ana, and with about 20 adds up and half the raid dead he drops.

The way this should be done is tanks swap at about two stacks of the armor debuff, and ranged burns down adds immediately. Because the adds are casters, they don’t need to be tanked, per se, just controlled. Playing taunt tennis with the dps will suffice.

Anyway, once we stumbled through that fight it was time for Halion.

Yes. Halion.

First things first, I split up my tanks, heals, and dps into two groups: Fire Team and Shadow Team. Mostly this plays out in P3, but it’s important to be prepared.

This guy’s got three phases of fun. The first phase the Fire Tank grabs Halion and positions him so his side is presented to the raid like a juicy steak. People take care not to stand in front of or behind the boss, standard dragon rules apply. Especially with a scorching flame breath.

Meteors will come down on spots marked with a pulsing orange rune, making a giant flaming X much like Marrowgar’s coldflames. Don’t stand in those. There’ll also be a debuff called Mark of Consumption which stacks as time progresses and it is not dispelled. The person with the Mark has to run out of the raid and drop it as far as they can.

At the 75% mark, Halion disappears into the Twilight and the raid should follow through the portal. Because of the way phasing works, if you click the portal while close to the middle, you’ll immediately aggro Halion upon transitioning. So, be sure to run to the wall next to the portal, then click it, so you won’t aggro on entry. Get yourself in position and engage, as you want to keep Halion dead in the center if possible.

There are no meteors in the Shadow world, but there are two spinning orbs along the perimeter of the battlefield. Every 30 seconds they’ll create a beam which will invariably kill anyone standing in it. As the tank you have the most important job of the fight here, with the success of this phase resting on your shoulders. You need to spin Halion so that the beams will always pass diagonally through his body, giving your raid a safe spot to stand in.

The way I did this was level my camera off, and try to keep the orb behind Halion visible over his right side. That way the left was generally clear for melee. Something I found (thanks to Purraj for suggesting it) very helpful was turning on RP walking so that I was turning the boss at the same speed that the orbs were revolving.

Rotating is rough on your raid because they need to constantly stay moving and be always cognizant of where the beam could be. If they get trapped by the beam they might end up in front of Halion’s face or tail, and that’d be trouble.

In phase two, there is also a shadow version of the Marks of Consumption for the raid to deal with. Don’t let someone get trapped by a beam while dropping off their mark.

Once you hit 50%, portals will open again and a Halion will appear in the physical realm. Fire Team goes through the portals and the Fire Tank picks him up. At this point, there’s a “corporeality timer” up at the top of your screen. You want that number between 40% and 60%, though preferably on 50%. Your two teams just need to, like Stalagg and Fuegen, keep their dps balanced and not let one side surpass the other.

In phase 3, Meteors, Marks, and Beams continue apace. Just keep dps consistent, sweat like you’ve never perspired before, and eventually you’ll get him down.

Ultimately, this fight is all about the shadow world and rotation. We found that was the hardest part of the fight. Once I stopped screwing up rotating (honestly, something about me and dragons that need to be moved just does not mix at all) and got a good pace going, we went from wiping at 30% to easily killing him.

Good luck in there, it’s no cake walk!

It begins!

The NDA was lifted, Beta has opened, and two Prot Pally changes have already slipped through the net.

First, Blessing of Sanctuary is just “Sanctuary” now. We no longer have a cast a separate blessing on ourselves, the actions of Sanc are now baseline. This is in-tune with blessings in general being streamlined–ie, might and wisdom combining to just Blessing of Might.

The other big thing you might have noticed is the change to the Holy Shield talent. At the moment, it’s poorly worded, because the description easily misconstrues itself as saying that our 6% crit reduction is only active when Holy Shield is active.

Thankfully, as Ghostcrawler has illuminated, this is not the case.

The crit immunity is a permanent passive for spec’ing that deep into the tree.

Also, I think the Wowhead tooltip is wrong. What I’ve seen is Holy Shield only increases chance to block by 5% now, rather than 30%. For what it’s worth.

Of course, the Prot tree is no where near finalized. This is all very much subject to changing. Including what talent gives us the crit reduction.

Hold onto your hats.

Edit: Suicidal Zebra has a great roundup of changes thus far.

Video: How to OT BQL 25 Heroic

I never did anything like this back when I was privileged enough to get to offtank BQL. I guess the closest I’ve ever been was when tanking Loatheb back in Naxx25, I built a good threat lead then alt-tabbed out for the rest of the encounter.

Also: Peggle > Bejeweled.

ICC25HM: Rotface

So, what’s different?

  • Vile Gas–so keep people at ranged
  • Raid damage is higher, especially the ooze rockets
  • Big Ooze can one-shot your tank
  • Ooze spills reduce movement speed a lot more

For positioning the raid in this fight, I have two ranged park in front of each of the three skull/barrel spots in the cardinal points of the room, as well as in front of the door. When spills come down they can just side step out of them. Melee stacks on one of Rotface’s legs, then when a Big Ooze ruptures and the rockets hit the air, they immediately shift to the other leg and hopefully avoid any splash damage.

Now, let’s practice maintanking this fight. Stand up from your computer. Face whatever door you used to enter the room you’re in. Now stand there. Now, hold that position. This’ll get tough, but I recommend practicing for about two hours a day for the next week to perfect the technique.

While MTing, since your job is cake, you have the spare time to make your healer’s lives easier. Use a mouseover Cleanse macro and take it upon yourself to immediately Cleanse people as they get diseased. It’ll save the healers some GCDs, and it’s not like you have anything better to do other than maintain a high threat ceiling.

While, it’s stupid easy to maintank this fight, thankfully, offtanking is another matter. The poor OT will be circling the room, doing their best to zip through ooze spills with minimum contact and minimal slowdown. Having Hand of Freedom is a must, as you do not want the Big Ooze catching up with you while dashing through a spill. Same rules for Ooze Kiting apply in heroic mode. Ultimately, don’t let it catch you, and try to keep a wide berth of the ranged and melee to prevent a Vile Gas from splashing onto you.

If you do get pinched by the Gas, have your bubble/cancel macro ready to go to quickly knock it off. You do not want the Ooze catching you, or your kiting career will be cut to an abrupt end. Likewise, if an emergency occurs and for some reason you need to change directions while kiting, pop a cooldown to pass by the Big Ooze.

As a whole, this probably one of the easiest hardmodes. The first time we did it, we almost downed it after losing most of the raid around the 30% mark. Just keep the raid from standing in an ooze rocket, or from screwing up delivery of their little oozes and you’re golden. Autopilot to victory!

The lewt!

  • Bile-Encrusted Medallion (BiS neck!)
  • Blightborne Warplate