Build 12984 ups the numbers a bit

The latest build in Beta fixed one of the big problems we had, that HotR was doing more single target damage Crusader Strike, but buffing through talents the damage of CS. It’s a pretty textbook change, but they just modified a talent to buff CS. Keeps it out of the hands of those greedy Rets, so that’s a plus.

Here are the changes to our spec this build:

  • Wrath of the Lightbringer slightly revamped – now increases the damage of your Crusader Strike and Judgement by 30/60% and increases the critical strike chance of your Holy Wrath and Hammer of Wrath by 15/30%.
  • Guardian’s Favor is now a Tier 2 Retribution talent.
  • Improved Hammer of Justice is now a Tier 2 talent, up from Tier 1.
  • Eternal Glory is now a Tier 1 Protection talent.
  • Reckoning is also now only 2 points (instead of 3) and maxes out at a 20% proc chance, instead of 30%.

The Eternal Glory <> Guardian’s Favor swap and knocking Imp HoJ up the tree a level changes how we spec a bit. Before Improved Hand of Justice was a no-brainer, because Protector of the Innocent sucks, but now Eternal Glory fills that roll. And, with Imp HoJ on the same tier as Toughness and Judgements of the Just, we basically skip it on our trip to the top. It might have a use in certain situations, but there is more ROI from later talents than spending points on knocking 20 seconds off of a stun/on-GCD interrupt.

Reckoning also got stealth nerfed for what it’s worth. I’m still holding a skeptical eye towards this talent until we see a Theck crunch on talent TPS, so I’ll hold off any concern for now.

I’m pretty happy with the Wrath of the Lightbringer buff, because it was a much-needed damage boost to CS. It also makes Holy Wrath and Hammer of Wrath possibly heavier hitters as well, which is a bonus.

Ultimately, I specced like this in Beta while screwing around yesterday. I pulled both of the Word of Glory talents because I wanted to give the spell a shot, at least while leveling. Color me underwhelmed.

Heals for 9076 with 3HP, which is… ok. It’d do 9621 with Divinity, but that hardly helps. At the moment I’m just not seeing the pay off for Word of Glory and 3 Holy Power. HoPo is too precious and rare a resource to blow on a non-scaling heal. I can see situations where it could be useful, but those are limited. I’m crossing my fingers that the nigh-mythical numbers pass might make Word of Glory more attractive, but who knows? At the very, very least we need some kind of additional Holy Power source. Be it a proc, or another ability… something.

Yesterday was also the first time I got on Beta since they fixed Sacred Duty. Hoo-boy, now that is a fun proc. It can be ill-timed, refusing to proc when you have a 3HP ShoR loaded in the chamber. On the bright side, a 15 second buff lasts a long time and more often than not you’ll have that delightful little red judgement icon waiting for you when you’re ready to shield slam something.

There is nothing more satisfying than a 15k ShoR. And this is at level 83 while soloing. I can only imagine in level 85, with raid gear, and fully buffed.

One last heartache: the Seal of Truth glyph is gone. Farewell, free Expertise. (Correction: It was switched from a Major glyph to a Prime. Sorry for any confusion, I regret the error!)

Pimped my UI, part 4

When I was putting together this post, I noticed something funny. The first time I majorly changed up my UI and posted about it was April 2009. The second time was October 2009. The third, April 2010. It’s now mid-September 2010 and I realize there seems to be about a six month life span to each iteration of my user interface. Coming April 2011: Pimped my UI, part 5!

Anyway, I’m really proud of what I’ve come up with this time. I originally set out to make the most minimalistic UI yet, and I think I’ve succeeded. And there’s still a lot of tweaks I can make, especially to the in-combat “version”. Shrinking DXE’s bars, scaling down TipTac’s tooltips (they do not need to be wider than grid, imo), and shrinking Omen to show maybe half an many rows.

A huge part of what makes the UI so uncluttered is the sharp reduction of how many buttons are on-screen. I went from my full rotation and various ancillary abilities being completely on screen–44 buttons worth of precious real estate. Now I have 13, 8 for cooldowns, and 5 for buffs. Everything else is keybound and invisible. (Well, except for auras and the micromenu, which are visible on mouse over.)

The only problem this presents is that hiding my full rotation and all these buttons requires a lot of faith in my own muscle memory. The other major problem: not being able to see when abilities are on cooldown. Right now I’m not finding it hard to watch when an attack is used based on my cooldown bar reacting to GCDs being expended, but sometimes I’ll lose track and have to restart at the beginning of the rotation. It’s a pain, but something I think practice can allow me to work around.

If worse comes to worse I’ll make the primary rotation bar visible on mouse over so I can quickly eyeball cooldowns if needed. I expect to be be fine though.

I also set up click for my various Hand abilities. Shift+right click is Hand of Sacrifice. Alt+right click is Hand of Protection. Ctrl+right click is Hand of Salvation.

Probably one of the less drastic changes, but one of the most effective, was what I did to my unit frames. The way it is now, I have my player frame on the bottom, with health being the driver of how full or empty the bar is. I removed the separate mana bar, and instead just have my % of mana remaining on the left. The little spark under the mana number indicates if Divine Plea is active (that’s Power Auras).

Above the player frame is the target. Buffs and debuffs show just above the target (which are a bit too small right now, at least for ones I’m applying), and on the top right is the target of target. Just the name though, because that’s ultimately all I really need. I don’t show any indicator of target mana, which I really need to fix, if only to check healer mana levels before pulls.

And lastly, on the right is the focus frame. Pretty simplistic, just name and health. I need to put focus target in there somewhere.

One other big change I wanted to mention was I completely dumped the whole “have a bar with various sub-addons at the top of your screen” model. Instead I have nice, clean, minimalistic SLDataText under my unit frames. It’s not not have this line of crap bordering the top of my window.

Just to review, here are the addons I used:

  • Satrina’s Buff Bars for buffs/debuffs
  • basicMiniMap for map
  • Pitbull for unit frames
  • Grid for raid frames
  • Chatter for the chat window
  • TipTac for tooltips
  • Deus Vox Encounters for bossmods

I still have a few things I want to change or streamline (as I mentioned above), Once I do that, I’ll finagle a way to offer this UI as a packaged download. Once I figure out which folders I would need to include.

Feel free to ask any questions about it in the comments! I’m sure I left tons of small details out.

Better news, everyone

Back in March… or April, whenever it was… when we were working on Putricide for the first time and wiping endlessly on him, I would drive home from work at the end of the day and say to myself “this night can only end two ways–one is with Putricide dead, the other is with him alive for another week.” It was initially a mental exercise meant to brace myself for the inevitable disappointment that characterized those interregnum days.

Then, of course, one day I posed that question to myself and the former outcome was the one fate handed to us. Putricide was dead, and the renaissance of ES began.

I revived the exercise for our weeks of learning the Lich King. It was hard fought, but after about 4 nights of solid attempts spread out over a month (so it goes with a 2 day raid schedule) we finally nailed the guy to the way. The exercise metastasized a bit from devouring my attention on that long car ride home up 95 to on a bike ride I would take after work in the local cemetery.

I know that sounds creepy, but paved roads and no cars. Win-win my friends. And it’s quiet. (Ba-dum-bum.)

But I digress. I dwelled a lot on the fight and the viability of victory, and eventually inevitability won out. Like it usually does. And as we started working through hardmodes I didn’t really need to spend a lot of time agonizing on possibilities, because we usually downed new hardmode fights the first week we tried them.

Things changed of course with Heroic Sindragosa, which took us about four weeks to eventually down. A pretty epic ride, and you can bet that old saw came back in full force. And then after Sindragosa, I revived it for Putricide, but prematurely. It took us 57 attempts to kill Heroic Sindragosa. It took us only 16 to kill Putricide. And that’s with 11 of them being done with a suboptimal strategy.

An amazing turn around between the two fights, I think.

When we stood there in front of Putricide last night, I articulated a new strategy and some tweaks I wanted everyone to operate under. This is in addition to a commandment to download and install an addon called Plagued that tracks through /yells about someone’s head if they have the plague and counts down until they need it taken away from them. Last week, we were making people with the plague go to a safe spot.

This week, I told everyone to spread out, stay put, and put on their raid awareness hats. People were to call out in vent when they were taking it from the plagued person. Everyone needed to be cognizant of where those massive red yell bubbles were.

Other tweaks: pets had to be on green slime whenever up, and the DKs were taking turns popping armies onto the green slimes during transitions, for extra damage soaking.

The first attempt with this new strategy, we got Putricide to 50% before wiping, beating our previous record of 51% by inches.

Our second attempt we got him 12%.

Suddenly everyone was energized. We hadn’t even seen phase 3 before on heroic, and suddenly we just coasted right in to it. The raid was infused with equal doses of terror and excitement.

We proceeded to do a few more attempts, each time hitting phase 3 with ease and wiping due to the soft enrage. Something had to change. On the last attempt, I made a risky decision: when the orange slime comes down in the second transition, rather than hanging back and waiting for it to pick a target, melee go in and start wailing on it. In the attempts thus far, orange was up with at least 20% when Put activated, and we needed that dps time on the big guy.

Luck shined her golden countenance upon us, the first target orange picked was at range. My gambit succeeded. Orange died right as Put activated. Everyone was alive. It was go time.

We started rounding the outside of the room, and Put’s health was steadily dropping. We lost a few people here and there, but everyone was focused. We were going to make this happen. Suddenly I heard that a healer had died, and I popped a cooldown, and then my assigned raidwall.

We held it together as the numbers. Tank swaps continued until I believe Nordic drew the last tanking turn with 3 stacks at around the 2% mark. We held it together–along with our breath–and finally push the fight over the finish line. Putricide keeled over and coughed up his purples.

No Last Word, unfortunately.

After the exhilaration wore off, we trucked over and up to Arthas and did the Been Waiting a Long Time for This achievement to begin the long march for getting everyone their 25man drakes. A necessary, if not annoying, first step.

Oh, and duty and tankadin camaraderie compels me to congratulate Ana on ranking #57 on the Festergut 25H dps ranks for prot pallies. She’s been working really hard, and I’m sure in the next few weeks she can place even higher!

Ultimately, I think my favorite part of the night was right before LK when one of the dps said “I totally called this last week when I said Rhidach was going to come up with an amazing strat and we’d kill him easily.” That was a much needed confidence boost after the stomping my RLing ego took the other night.

Apparently some of them have faith in me, haha.

Highs, lows, and creamy middles

Well, despite my initial fears that the RNG gods had smitten me for my hubris, I was rewarded with another drop of the heroic Icecrown Glacial Wall. It’s exciting to have the BiS shield in the game, though for some reason it doesn’t carry the same level of excitement that the first one did for me.

Perhaps this is because I’ve seen upgrades to this shield at level 82 on beta. Ah well, dust in the wind, my friends!

On the plus side, the new shield gives me a huge chunk of armor to add to my pile, which makes hitting the raid boss cap all but inevitable. And speaking of, during Saurfang last night somehow I failed to beat my previous record…

I had a Mongoose proc when screenshotting last week, so I think that number was abnormally high. Maybe I’m fine, but I have this lingering doubt that I had the 251 version of the Unidentifiable Organ equipped still after having scored the heroic one on Sunday night (I apologize for not bombarding you with six links for this item, heh). In any case, I’ll need to double check that when I get home.

Tonight I’ll finally re-enchant my Ardent Guard for Major Agility, make sure my armor set is correctly set up, and then prepare for glory.

As for the raid as a whole last night, it was another pretty great night. We knocked out Halion, then everything in ICC as heroic for the first wing, plus Blood Wing, and Dreamwalker. Sindragosa we had to do on normal to get our third Shadowmourner-in-waiting his frost infusion, so he can start accumulating shards as early as next week. The second Shadowmourner, Morvain, is already at 42 shards after five weeks.

We have Heroic Put on deck for this evening. I’m hoping for some major progress to be made, so cross those fingers!

Professor Putricide 10 (Heroic)

My 10 man is technically working on Heroic Lich King. However, last Sunday was Labor Day Weekend – a few key raiders were missing, and I myself was exhausted from moving all week. So, instead of progression, I bowed to some pleas from five raiders very, very close to their Icecrown 10 drakes and took a “drake raid” into ICC.

We only needed to get All You Can Eat, Heroic Putricide, and Been Waiting A Long Time For This (the LK achievement). Easy, right? A few drake-owning experts came along for shits and giggles, I cracked a beer or three, and we all hopped on vent for a relaxing night.

Uhhhhh…. or not so relaxing. Some of those are still hard for us! But hell, we got them done, and it was a lot more fun than H LK would have been.

Professor Putricide 10 (Heroic)

Heroic Putricide is very much on my mind these days – he’s our current 25m progression, and I think he’s the toughest achievement you need for the drake. Here’s an overview of some of the things I’ve done to make him cough up his seriously nice purps.

Oh, a note on raid composition: I have successfully 2 healed and 3 healed this fight. It can be done either way. As I have learned, you want 4+ melee-range bodies (pets count!) to mitigate green explosions, and you really want 5 ranged to handle the disease.

Transition: Many Adds! Handle It!

There are two adds. The abom driver should slow orange. A very pro abom driver can slow both adds by slowly eating slime in phase 1 and entering the transition at 100 slime power.

We stacked most of the raid on the Green spawn point to eat explosions, burned down green while the orange target kited, and then switched over to Orange.

Green Adds: Green explosions are a lot more dangerous on heroic, and will kill people if you don’t have enough bodies stacked on the target. We had no pets, and our melee had to be very pro about stacking. Be aware that if melee are chasing behind green at max melee range, they might not eat the explosion. Their #1 priority should be STACK, so everyone lives, with the #2 priority being KILL IT DEAD. Remember, surviving is key. At 30% on 10 man, this fight is not a DPS race at all.

Remember that you can control where you fly when Green explodes by positioning yourself around him. Don’t explode towards your current Plague Carrier. Don’t explode towards Orange. If orange picks you, and you explode towards him, you will die. In fact, the best thing to do is to try to explode towards the back wall.

Orange Adds: Putricide 101 – if orange stops chasing his target and casts Gaseous Bloat again, he is picking a new target! The melee need to Run The Hell Away before he picks one of them and wipes the raid.

Unbound Plague

We set a strict Plague Order for unbound plague. Five ranged, five possible plague targets.

I copied something I saw Aliena do in the tankspot video – I made a /y macro with the plague pass order and put it on a convenient key so I could smack it every so often and remind the raid. Ranged can also, you know, write it down.

Quarantine: We designated a single spot in the room the “plague spot.” If you have plague, stand there! It’s in the center, near the door to the room – the plagued person stood in the “bar.” This simplified plague passing so much. Each ranged knew exactly where to go to get the plague. Everyone knew where NOT to stand so they didn’t accidentally get plague. If a melee got it first, the melee would run over to the right spot and stand there for a moment until Ranged #1 came and got it.

Passing Plague: Each person held it for 10-12 seconds, and passed it. The current plague’d person always called out for the next in line to come get it. I had an emergency melee paying attention in case there was a plague mixup and we needed a 6th plague carrier. (This was Antigen, whose high RA unfortunately means he gets stuck with a ton of the bitchy jobs.)

There are a lot of different ways to handle Plague. Some raids use a Quarantine area for people with Plague Sickness (the debuff). Some raids don’t bother with a safe spot or with an order – they just pass it naturally around the ranged. Different strategies work for different people. This is what worked for us.

Editor’s note: When I wrote this post, I wasn’t aware of the addon Plagued. This addon does things like counts down the plague timer in /say over the plagued person’s head. It might negate the need for a designated safe spot, and will definitely make passing a whole lot clearer! We plan to use this on 25 and I really can’t wait to see it. We will probably not have to use a safe spot anymore.

Just Kill Him Dead

The key is to keep everyone alive. Don’t mess up explosions, don’t mess up diseases. As long as your ranged can handle the disease, your DPS can handle the transition phases, and everyone can make up for the extra damage done and received on Heroic, Putricide will fall over and cough up his ridiculously sexy purps.

Oh, I suppose I already mentioned what he drops. Ah, you see, Putricide drops this trinket… it’s pretty nice… Have I linked it enough yet? No? OK, I’ll link it again.

Oh, you know, just one more time for good measure…

Lingering worries in beta are worrying

I’ve been generally upbeat about Protection Paladins in beta. Perhaps to a fault, but I truly, honestly believe the foundations of the class are solid heading into the final stretch of beta. It’s the numbers that need tweaking here and there, sure, but like I said–generally solid. Now, things aren’t all cupcakes and gumdrops, there are some big issues that could have a negative effect on our “solidity” going forward. These are things that I feel confident will be resolved by launch or in the future, but for purposes of awareness, Justice herself compels me to bitch about them.

1. Word of Glory will fall behind

The amount of healing WoG does is based on two things: how much HoPo (as Ana calls it) you have, and talents. Spellpower doesn’t modify it, so that free spellpower we get from Touched by the Light only goes towards holy damage/threat. And we can’t generate more than 3 Holy Power, so while initially WoG will be okay at first for the ratio of healing done vs. total hp we have, only the second number will go up. Eventually the disparity will make WoG not worth even feeling guilty about not hitting.

This is coupled with the fact that Blizzard wants us to use Word of Glory. Guarded by the Light cements it, but the talents has the most unwieldy mechanics of anything else in our tree. Never mind that they want us to expend precious HoPo on that button, they want us to time it to maximize self-overheals? It defies explanation.

There is a major rework needed on Prot and WoG, which hopefully will come in our next pass. We need some kind scaling, and we need some kind of incentive to use this spell. Why do only overheals put up that damage absorb effect? Why not any self-WoG heals? What’s the downside? It’d be an Interesting Choice, eh?

2. HotR > CS on single targets

This I cannot imagine not being resolved when they do their final numbers passes, but at the moment Hammer of the Righteous does more damage against a single target than Crusader Strike. The solution can’t be to nerf HotR (it seems pretty perilously balanced right now to interact properly with Inquisition), instead it must be to buff Crusader Strike.

If this doesn’t change, this will seriously damage the stated goal of separate aoe/single target rotations. As always my boundless optimism assumes this will change, however.

3. ShoR is a huge liability if and when avoided

On beta right now, when you hit the ShoR button, you expend three Holy Power and strike out with your shield. As on live, ShoR can be dodged/parried/missed, and if it does the Holy Power you expended disappears into the ether.

We’ve been playing tennis with concerns over ShoR, and Holy Shield, and Holy Power since the inception of the HoPo apparatus. Then we finally hit a plateau where the 15% block was the only degree of Holy Shield available, no matter how much Holy Power you expended. And that’s great. But, considering ShoR is designed to be a huge portion of our single target threat, the fact that it can miss and then you lose 13 seconds of HoPo accumulation… that’s a huge deal.

Conversely, if a Ret Paladin misses with Templar’s Verdict or Divine Storm they only lose one Holy Power. Much better design. Needs to apply to ShoR as well.

ShoR being avoided should carry some sort of penalty, if only to give a reason to carry hit or expertise, eh? ShoR first becoming avoidable in 3.3 was what began to make Paladins start favoring expertise. I suspect this will carry on into the future.

I’ll play the optimism card here as well: I think this will change, and the penalty will be one Holy Power like Ret currently “suffers”.

4. Quality of life things that will never be fixed

This is the point where I approach the closest thing I can muster to despair. I don’t think, especially at this juncture, we’ll ever get an off-GCD, short cooldown interrupt or any kind of gap closer. Cataclysm was the perfect chance for these niceties to be implemented for Prot, and I suspect that the opportunity will pass untaken. It’s not upsetting, but it is disappointing.

Patch 4.0 and Beta Burnout

Patch 4.0 is upon us, ladies and gentlemen. It’s on the PTR.

MMO-Champion estimates the Cataclysm release date at November 2.

The end is nigh.

It sure took its sweet time coming.

Beta News Overload

May. That’s when the Beta opened. Cataclysm news has swamped the wow community for four full months now. And don’t even mention last year’s Blizzcon, or the months of alpha leaks. The wow community has been saturated with all Cataclysm news, all the time, for so long.

Those in the beta struggle daily now with the grossly unfamiliar and the radically redesigned, the poorly-tuned and the just plain broken. Meanwhile, the rest of us mere mortals content ourselves with the incredible volume of information emanating from the beta.

There’s a lot to take in. The people in the beta are getting an imperfect albiet closer look at it all, and the most of us left out have only the inevitably biased views of the masses by which to judge.

Mainly, we find ourselves swamped with the QQ, the fighting, the cheering and the ranting that inevitably results when an online world with 11 million incredibly passionate believers finds itself faced with a radical redesign to practically every working aspect of the game. Positive reports are few and far between.

Passionate people, angry or otherwise, are most likely to be the loudest voices online, and so those voices are the ones that seem to define the character of the beta process – at least for me.

This can be a little wearing for the rest of us.

Losing Heart and Losing Steam

Don’t get me wrong. I want people to care.

For example, I desperately wanted Rhidach in the beta – no one better to judge with a discerning eye how the my beloved class and role would function in a post-cataclysm world. I’ve followed Gravity’s detailed descriptions through alpha and beta, Kurn’s holy pally musings, the healing experts at World of Matticus, World of Raids’ occasional videos, and Rilgon’s up and down journey through the beta hunter. I even put World of Raids’ Blue Tracker in my Google Reader.

I want skilled communicators and talented players rigorously testing my beta. That’s the whole point of a beta. Cataclysm absolutely depends on the dedication of its testers and the quality of their feedback.

But I’m not a tester. I’m just a newshound. I’m your garden variety forums lurker, avid tweeter, and half-assed blogger. I’m two or three degrees of separation away from anything close to actual Cataclysm experience.

It used to make me interested. Angry. Happy. Excited.

Now? Now… I’m just tired. I can’t get engaged in it.

Cataclysm is interesting to me in a far-off, clinical way. I vaguely want to read about what’s going on, but I just can’t get worked up about it anymore – not until it’s on my live servers, affecting my life.

Cataclysm Won’t Be Perfect

I welcome new things, even broken new things. I don’t even expect it to be perfect, or close to it. Wasn’t anyone around for WOTLK? It’ll probably be ass-all broken for months! And god help me, I’m looking forward to it.

I want it to be as perfect as possible, of course, but that’s the job of the beta testers – I can get worked up about it, but it doesn’t do anything for me. All it does is make me depressed!

There will be rage when Cata drops. Oh, the world will rage. I expect enough flaws to fuel a veritable avalanche of QQ and tears enough to fill six oceans. Twitter will break, #Cataclysm will trend, and the intertubes will clog up with the cries of ten million warriors claiming paladins are still OP. Or something like that.

I can’t wait. Even if I have to rage myself. Even if I end up spending my time complaining about how my class is broken and begging for fixes – I want Cataclysm here and now!

I can’t wait for all the new information Cata will bring. There will be tons of daily, informative blog posts here courtesy of my (thank god) concise cotank. There had better be blog posts over at Avenging Wrathy. There will be so many Maintankadin forums threads from the best and brightest minds in my community, full of delicious maths, pages of code, colored graphs and truckloads of theorycrafting. Unlike beta posts, all these things will be directly relevant to my live servers. I want them here now!

For good or for ill, broken or working as intended, Cataclysm will be something fresh and new and interesting.

It’s just so far away.

But you know what’s right here? WOTLK.

The End of WOTLK Is Nigh

Patch 4.0 now – suddenly – looms before us. An end to Lich King raiding for good. If you’re anything like me, you’re suddenly thinking: 1) Thank goodness! Cata’s finally coming! And then… 2) Oh my god, I still have things to do!!

There’s a time limit on WOTLK now. Suddenly I’m jarred out of my vague beta-related depression and back into the world of Arthas. I don’t have time to wallow in indecision or lose focus. Soon, just a few weeks away, WOTLK raiding will come to an end for good. I’m glad its coming, but I still have things to do! We only have a few weeks left!

How do I want to spend the last two months of this expansion?

Do I want to look back on the end of WOTLK and see that I slowly faded away, letting my frustration with the state of the beta and my exhaustion with ICC color how I approached my endgame goals? Do I want to let my 10 man lapse out of self-doubt, laziness, or lack of focus? Do I want to slowly give up on everything, right when it’s finally getting difficult?

For me, the answer is no!

Enveloping Shadows still has tons of raid content ahead, within our grasp: an 11th heroic boss on 25, and Drake achievements to gather. I sure would like to wipe a bit on Heroic Halion 25 and (gasp) Heroic Lich King 25 as well. And I still have yet to break the top 100 on WOL for Heroic Festergut, to my great disgrace! Ugh!!

This expansion is not over for us yet!

So you guys in the beta, keep plugging away. I love your posts, but I’m not going to let the fighting and the raging screw with my head anymore.

I’m going to focus myself on the here and now, for me: the end of WOTLK.

Build 12942 roundup

A few changes to our spec in the latest build. Nothing particularly worth writing home about.

Glyphs

The Glyph of Seal of Truth survives for now, which is pretty exciting in face of recent threats it has received.

Nonetheless, the only actual glyph change I could see was a new Glyph of the Ascetic Crusader that reduces mana cost of Crusader Strike by 30%. Yawn.

Talents

Vindication now has a new effect, making Hand of Justice able to interrupt spells if a mob is not stunnable. If you’re scratching your head, that’s because Blizzard quietly removed that capability from HoJ a few builds ago. I guess it’s good we can now interrupt again, albeit poorly. Rebuke would be nicer. But that goes without saying.

Eternal Glory was nerfed again as well to 15%/30%. I keep eyeing this talent, thinking it might be useful in a spec combined with Guarded by the Light. But that feeling diminishes every new build.

I guess we can feel lucky they didn’t put this effect on a talent we’d normally avoid.

T11 Bonuses

The bonuses for the eventual first Cataclysm raid tier sets have been datamined. For Prot Paladins, they are:

2pc — Increases damage done by Crusader Strike by 10%.

4pc — Increases duration of Guardian of Ancient Kings by 50%.

The 2pc bonus is ok. Not amazing, just ok. The 4pc bonus is interesting. We’d have an 18 second 60% damage reduction cooldown with this bonus. That’s a bit long, but I’m not going to complain I suppose.

Milquetoast changes, all in all.

Reach just short of my grasp

I made some changes to my armor set and managed to pull a much, much better number: 49,421. Only 484 away from the raid boss cap.

Not too shabby! I should note that I didn’t replace Mongoose, and I had a Lightning Speed proc when this screenshot was taken. Though that’s only worth 240 armor, before buffs.

Apparently capping won’t be as hard as I thought.

My great white, armored whale eludes me

As I’ve declared in Twitter and my fevered dreams, my goal before the expansion pack is to hit the armor cap. Initially it was just to see 75.00% damage reduction in that armor tool tip on my character sheet (45,697), but them’s small potaters. I have bigger fish to fry–the raid boss armor cap–49,905 armor. That number has seared itself into my soul.

During a 25man raid I have about 44,000 armor (which is an obscene yet seductive number) in my armor set. With in-combat buffs, correct consumables, and the like I can push that much higher.

Last night I asked Antigen to pop an Aura Mastery-enhanced Devotion Aura for me once we were in Saurfang’s frenzy period and I had chugged an Indestructible Potion. The results were impressive, maybe, but disappointing in that they could have been a lot better. For example, I should have gotten the Holy Pally with Improved Devo Aura to do it (no offense, Ani).

In any case, I definitely did not bring my A-game.

46,294. Pitiful!

Here’s what I did wrong:

1. Mongoose on my sword. The proc offers a nice chunk of agility, but you can’t count on that. Exceptional Agility is a much better, more consistent bet. Worth 52 armor, before Kings.

2. Had a Stoneblood Flask up. The better consumables choice for armor would have been an Elixir of Protection (800 armor) mixed with an Elixir of Mighty Agility (90 armor before Kings).

3. Didn’t have Pillars of Might equipped, which cost me 1088 additional armor.

In total we’re talking 2030 additional armor I could have had at that moment. My hit would be abyssal, but sacrifices must be made in the name of science, eh?

I doubt that 2030 armor will be enough to close the 3611 armor gap, even with buffs and procs. I’ll probably have to grab some additional pieces to push me over the finish line. Specifically, I’m thinking of the following:

  • Heroic Bile-Encrusted Medallion for +84 armor
  • Heroic Sanctified Lightsworn Handguards for +213 armor
  • Heroic Gargoyle Spit Bracers for +714 armor
  • Heroic Unidentifiable Organ for +238 armor

In total that’s worth 1249 armor. Hell, upgrading my shield to the heroic version is also worth 389, though clearly only one of them exists. So, sum total we’re talking an additional 1638 armor from upgrades.

Combine that with the 2030 armor from not being an idiot and I’m looking at 3668 armor, easily enough to put me over the hump. And that’s before buffs.

Back to the seas, Queequeg!