Showing posts with label Talents. Show all posts
Showing posts with label Talents. Show all posts

Saturday, July 26, 2008

More Changes

You can blame the lack of updates on me. I've been busy and when I'm not busy, I'm lazy and tired. Here's some more Paladin changes on the way:

Paladin
Holy

  • The amount of health point healed by Holy Shock has been increased by 66%. (eg. Rank 7 now heals for 2401-2599 instead of 1431-1549)
  • Infusion of Light now reduces the cast time of your next Holy Light spell by 1.3/2.5 secs instead of 1.25/2.5 secs.

Protection
  • Holy Shield will now give you 6 charges instead of 4.
  • Avenger's Shield mana cost reduced by 70%, damage has been reduced. (eg. Rank 3 now deals 494-602 damage for 780 mana instead of 705-861 for 1745 mana)
  • Guarded by the Light now reduces the mana cost of your Consecration, Holy Wrath and Avenger's Shield by 15/30% (Old version : Whenever your parry or dodge an attack you have a 10% chance to reduce the mana cost of your next Consecration, Holy Wrath, or Avenger's Shield spell by 25%/50%)

Retribution
  • Improved Blessing of Might now increases the attack power bonus of your Blessing of Might by 10/20/30/40/50% instead of 4/8/12/16/20%
  • Vindication now has a chance to reduce the target's attributes by 10/20% for 15 seconds. (Old version : 5/10% reduction)
  • Pursuit of Justice is now a 2 rank talents (was 3), reducing the change to be hit by spells by 1/2% and mounted movement speed by 9/15% (Old version : 1/2/3% hit and 5/10/15% mounted speed)
  • Repentance now costs 395 mana instead of 9% of base mana.

I like the Holy Shock buff :-).

Monday, July 21, 2008

Crazy Paladin Changes When We Go North

The Wrath Betal is here! And boy, Blizzard wasn't kidding when they said they were taking a second look at how the Paladin works. Our talents were finally put in the right places. The Holy Tree looks amazing! This will most likely be my talent build for L80. This would be my normal Spellwarrior / Healing build. Might not be for everybody but I like the solo healing stuff. You can also reset the build and make your own build too.

Due to the LARGE changes and that I really do not have time to devour it all, I'll let my favorite WoW Insider writer, Zach Yonzon, explain it all to you.

Paladin patch notes from the Wrath Beta:

  • All Auras now affect all party and raid members within the area of effect.
  • Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
  • Avenger's Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
  • Avenging Wrath no longer causes Forebearance, damage increase reduced to 20%, now increases healing done by 20%.
  • Blessing of Freedom renamed Hand of Freedom. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
  • Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities.
  • Blessing of Protection renamed Hand of Protection. Only one Hand spell can be on the target per paladin at any one time. All ranks now cost 6% of base mana.
  • Blessing of Sacrifice renamed Hand of Sacrifice, is now only 1 rank and transfers 20% of the damage taken to the caster, duration reduced to 12 seconds, cooldown increased to 2 minutes. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
  • Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
  • Conviction (Retribution) now increases critical chance with all spells and melee attacks.
  • Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
  • Divine Intervention cooldown reduced to 20 minutes.
  • Divine Protection and Divine Shield now cost 3% of base mana.
  • Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
  • Divine Strength (Holy) moved to tier 1 in the Protection tree.
  • Greater Blessing of Salvation removed.
  • Hammer of Justice now costs 3% of base mana.
  • Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
  • Healing Light (Holy) moved to tier 2.
  • Holy Shield (Protection) cooldown reduced to 8 seconds.
  • Holy Shock (Holy) range changed to 20/40 yards when used on enemies/friends respectively, cooldown reduced to 6 seconds.
  • Holy Wrath is now instant cast, causes a 3 second stun, cooldown reduced to 30 seconds, radius reduced to 10 yards.
  • Illumination (Holy) moved to tier 3.
  • Improved Concentration Aura (Protection) moved to the Holy tree.
  • Improved Concentration Aura moved from the Protection tree to tier 4 in the Holy tree.
  • Improved Devotion Aura (Protection) moved to tier 4, reduced to 3 ranks, now increases armor of Devotion Aura by 17/34/50% and increases all healing done to units affected by Devotion Aura by 1/2/3%.
  • Improved Hammer of Justice (Protection) now reduces cooldwon by 10/20/30 secs.
  • Improved Righteous Fury (Protection) threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
  • Improved Sanctity Aura (Retribution) renamed Sanctified Retribution, now causes all units affected by Retribution Aura to cause 2% more damage.
  • Improved Seal of Righteousness (Holy) moved to tier 1, renamed XXX, now affects Seal of Righteousness, Seal of Vengeance and Seal of Corruption.
  • Improved Seal of the Crusader (Retribution) renamed Heart of the Crusader and the effects now apply to all Judgement spells.
  • Judgement of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health).
  • Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes.
  • Pure of Heart (Holy) reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
  • Redoubt (Protection) moved to tier 2.
  • Repentance (Retribution) mana cost changed to 9% of base, duration increased to 1 minute (10 second PvP duration), now usable against Demons, Dragonkin, Giants, Humanoids and Undead.
  • Retribution Aura damage increased and now gains damage based on Holy spell power.
  • Righteous Fury now increases threat caused by Holy damage by 90%.
  • Sanctified Light (Holy) now also increases the critical chance of Holy Shock.
  • Sanctity Aura (Retribution) removed.
  • Seal of Justice/Judgement reduced to 1 rank with all the effects of the previous rank 2, the Judgement effect no longer prevents Fear.
  • Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities.
  • Seal of Vengeance damage over time effect duration increased to 18 seconds.
  • Spiritual Focus (Holy) moved to tier 1.
  • Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.
  • Toughness (Protection) moved to tier 3.
  • Turn Undead (ranks 1 and 2) removed. Turn Evil now granted at level 24, mana cost changed to 9% of base.
  • Unyielding Faith (Holy) moved to tier 2.
From the WotLK Information Wiki:
  • Seal of Corruption - Fills the Paladin with holy power, granting each melee attack additional Holy damage over $53742d. This effect can stack up to $53742u times. Only one Seal can be active on the Paladin at any one time. Lasts $d.
  • Blessed Hands (Requires 20 points in Holy) - Reduces the mana cost and increases the resistance to Dispel effects of all Hand spells by 15/30%
  • Infusion of Light (Requires 35 points in Holy) - Your Holy Shock critical hits reduce the cast time of your next Holy Light spell by 1.25/2.5 secs.
  • Sacred Cleansing (Requires 40 points in Holy) - Your Cleanse spell has a 10/20/30% chance to increase the target's resistance to Disease, Magic and Poison by 30% for 10 sec.
  • Enlightened Judgements (Requires 40 points in Holy) - Increases the range of your Judgement spells by 10/20 yards.
  • Judgements of the Pure (Requires 45 points in Holy) - Your Judgement spells increase your casting and melee haste by 2/4/6/8/10% for 30 secs.
  • Beacon of Light (Requires 50 points in Holy) - The target becomes a Beacon of Light, healing all party or raid members within 10 yards for 2000 over 15 sec. (Rank 5, Level 80, 2330 mana, 1.5 sec Cast)
  • Divine Guardian (Requires 15 points in Protection) - While Divine Shield is active 15/30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin.
  • Touched by the Light (Requires 40 points in Protection) - Increases your spell power by an amount equal to 10/20/30% of your Stamina and increases the amount healed by your critical heals by 10/20/30%.
  • Guarded by the Light (Requires 40 points in Protection) - Whenever you parry or dodge an attack you have a 10/20% chance to reduce the mana cost of your next Consecration, Holy Wrath or Avenger's Shield spell by 25/50%.
  • Shield of the Templar (Requires 45 points in Protection) - Increases the damage and reduces the mana cost of your Holy Shield, Avenger's Shield and Shield of Righteousness spells by 5/10/15%.
  • Judgements of the Just (Requires 45 points in Protection) - Your Judgement spells also reduce the melee attack speed of the target by 10/20%.
  • Hammer of the Righteous (Requires 50 points in Protection) - Hammer the current target and up to 2 additional nearby targets, causing $s1% of weapon damage as Holy damage. This ability causes high threat.
  • Heart of the Crusader (Requires 5 points in Retribution) - In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by 1/2/3/4/5%.
  • Sanctified Retribution (Requires 20 points in Retribution) - Damage caused by targets affected by Retribution Aura is increased by 2%.
  • Sheath of Light (Requires 20 points in Retribution) - Increases your spell power by an amount equal to 10/20/30% of your attack power and your critical healing spells heal the target for 20/40/60% of the healed amount over 12 seconds.
  • Sanctified Wrath (Requires 35 points in Retribution) - Increases the critical strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of Avenging Wrath by 30/60 secs and while affected by Avenging Wrath 25/50% of all damage caused bypasses damage reduction effects.
  • Swift Retribution (Requires 40 points in Retribution) - Your Retribution Aura also increases casting, ranged and melee attack speeds by 1/2/3%.
  • The Art of War (Requires 40 points in Retribution) - Your damaging Crusader Strikes have a 5/10/15% chance to cause your next Judgement spell to cause double damage.
  • Righteous Vengeance (Requires 40 points in Retribution) - Increases critical damage bonus of all attacks by 3/6/9/12/15%
  • Divine Storm (Requires 50 points in Retribution) - An instant weapon attack that causes Holy damage to up to ${$i-1} enemies within $a1 yards. The Divine Storm heals up to 3 party or raid members totalling $s2% of the damage caused.
Yeah... that's a lot. I'll have my opinions on Thursday (unless something else comes up more interesting before then).

Wednesday, February 20, 2008

Paladin: The Jack-Of-All-Trades

I've been experimenting on different Holy Paladin variations since 2.3 hit. Not just because I was bored, but because I want to be able to make an effective jack-of-all-trades Paladin. Ever since the original Diablo, Blizzard has set the caster-warrior class as a hybrid and I believe a lot of World of Warcraft players do not realize that hybrids are supposed to be able to a little of everything and not be too great at one feat.

Let me explain why I think this:

Back in Diablo, you could have three classes: Warrior, Sorcerer, and Rouge. Most people thought inside the box and played them as they should be... A tank, a mage, and a ranged fighter. However, I took a different route that not many people took and that is a hybrid of the Warrior and Sorcerer. I named him a Spellwarrior. In Diablo, everyone can learn every spell in the game by finding spell books. If you put the right points (str, vit, energy, etc), you could make any class a hybrid. In this case, I put points into Vitality and Energy. I was able to off-tank, heal, do a bit of with crowd control, and damage with this character.

Once Diablo 2 was released, I noticed that they had made a Paladin class which acted a lot like my Spellwarrior. He could give auras which my guy couldn't, but he could do damage, tank, and heal (well, somewhat... not really helpful in this game). I was ecstatic that I finally have a pure character that fit my playstyle.

The same mindset I had with the Diablo series is the same I had when I came into World of Warcraft: Find and play the jack-of-all-trades class. Now, there are a lot of classes in the game which can do this (Druid, Shaman, and Paladin) but Shamans were part of the Horde and I didn't feel like looking at a bear's butt (:P) so I choose the Paladin. Having played the class for over 7 years, it was the right choice and fit into my comfort zone.

Back to the real point of this post:

Time and time again, I see Paladin running around with 61 points into the Ret tree, 61 in Prot, or 50/11/0. These are all fine and great. I will be the last one to tell you how to play your character. However, in the true aspect of the character, I do not believe this was how Blizzard wanted the character played. All three trees were made to support each other: Holy-Prot, Prot-Ret, and Holy-Ret. There are a view out there who even go across the board into all three trees.

I always laughed when I heard a Paladin complain that Ret was weak and they wanted Blizzard to buff Ret Paladins. The bottom of the Ret tree was weak and will always be weak (in my opinion). Under Sanctity Aura, there is only one good talent and that is Repentance. The others are OK but not something that stands out to me.

Having said that, I've tried three different builds that can be deemed jack-of-all-trades. The 40/00/21, the 41/20/00 and the 40/11/10. I'll start in order.

40/00/21: The pure Shockadin build. Most people believe (as I did) that Sanctity Aura was the key for adding DPS. Well, I was wrong and I think a lot of people are still decieved by it (I'll explain why in the next build). What I liked about this build is that you can heal and do grat burst damage. Vindication is now my new favorite Paladin talent. -15% to the target's stats. That's 15% of their base HP and MP gone. The key for a Shockadin is to get your opponent's health down and then burst Hammer Of Justice for the stun, Judged Seal Of Righteousness, Holy Shock and Hammer Of Wrath for a good 2,200-2,700 damage within a matter of seconds. You also get a nice talent called Pursuit Of Justice which can be very helpful while chasing down an opponent or just to be lighter on your feet. This is a good build but it doesn't work as well as I would have liked it.

41/20/00: Another good build. Not as mana efficient as the 40/00/21 though. That is a huge drawback! After 3-4 fights, you will be drinking. I never thought that Benediction (from the Ret tree) was as helpful as I thought. You really do miss something once it's gone. You also lose Vindication. /cry but we can manage without it. There are 3 bonuses with the 20 in Prot though. First is Blessing Of Kings. 10% to all stats! That's an extra 600 HP and MP (for me). Remember Sanctity Aura? Throw it out the window because Kings is the reason why it's not that great. I had found that my spell damage dropped only 30 points! I went 21 points down in Ret for something I could get with 11 in the Prot tree (also the HP and MP boost). The second is the ability to block more damage with Sheild Spec and Redoubt. Third is Improved Concentration Aura. Your cast bar will never be interrupted by damage and an your party's resistance to silence can help in PVP and PVE. Again, the problem was the loss of mana. I did not like all the downtime the build had.

40/11/10: Can this be the jack-of-all-trades build? In my eyes, the answer is YES! You get your normal 40 points of Holy, you get Blessing Of Kings and you get Benediction for Mana with a 8 second cooldown on your Judges. I can main heal, do decent DPS, and off-tank (badly but survivable). Love to solo? This is your build. You can help in many situations. Just make sure you have Stam, Int and spell damage / healing on your gear. It is important to have a high spell damage and balanced HP and MP. I believe mine is around 9,200 health and 9,500 mana, as well as 600 spell damage, 1,100 healing.

The main important thing here is to learn that Paladins can be more than just pure Ret, pure Prot, or pure Holy. You can play as you want but I would try out some of these builds for the fun of it. I would love to try the new Ret Paladin builds but my gear is not set for it and I feel like I would not be successful without proper gear.

After months of research, the 40/11/10 build, in my opinion, is the best Paladin build if you want to heal, do damage and more importantly, solo. If you plan on getting to 80 soloing, I would highly recommend this build.

(This will be my last post until Monday. I have a very busy end of the week ahead of me.)

Friday, February 15, 2008

What Holy Paladins Have Been Waiting For...

A buff to Holy Shock! Here's the quote from WoWInsider:

Paladins' Holy Shock damage buffed by about 35%, healing buffed by about 75%. Top rank now deals 721-779 damage or heals for 931-987 (was 530-574 damage or 530-574 healing).

Very nice. As a Shockadin, I am very pleased for this. I know Paladins have been waiting months and months for this buff. With spell damage and healing added, most endgame Paladins should be doing around 1,400-1,500 damage and 2,300-2,400 1,800-2,000 healing (un-crit). These are just my guesses. In my opinion, I think this is more getting us ready for Wrath than just setting out a fire. Taking it away from the global cooldown would be surreal and I'm sure it will silence a lot of Paladins out there.

Now, concerning Heal Over Time spells for the Paladin: I've accepted my roll as a one target healer. We're probably never going to get a HOT because that's a Druid's job. Our Flash Of Light is wonderful where it is and Holy Light can have it's drawbacks but it's okay. I would like to see it's mana cost reduced a bit though...

All across the board, patch 2.4 is turning out to be one awesome patch. Once it hits, I'll be switching from my 40/21/0 spec back to 40/11/10. I'm going for that instead of the 40/0/21 because I'm enjoying Blessing Of Kings way too much. That extra 600 health and mana is more helpful than Sanctity Aura. Plus, Kings increases INT which increases crit. I'll sack some damage for HP, MP and crit chance. The only loss would be Vindication. I LOVED this talent while I had it. Because we're made of burst DPS, the less HP an NPC has, the better.

So, I hope you all had a wonderful Valentines Day. I know I did. Now I think I will try to go back to sleep :D

**EDIT, Friday, 2/15, 08, 11:50am**

WoWInsider just reported this morning that there has been a change to the Paladin Arena Season 1 and 2 gear bonus.

[Paladin] Healing arena sets 4-piece bonus changed to "Increases the healing from your Holy Shock spell by 30%" (was "Reduces the cooldown of your Hammer of Justice by 10 sec")

Now, Holy Shock will have a 105% healing buff in 2.4! Amazing! I take back what I said about not putting out the fire.