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Posts with tag blessing-of-kings

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.

Continue reading Paladin changes in Beta build 8885

Paladin glyphs in Beta build 8885


A few new glyphs have popped up in the latest Beta build, and basing it on MMO Champion's list, it looks like some old ones have changed. A quick glance at the glyphs show them to be rather underwhelming, however, and I'm not so sure Blizzard is taking the right direction with them. Let's take a closer look.

Glyph of Blessing of Kings

Reduce the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
This seems to be either a changed Glyph or another one for the same spell, I'm not too sure. The other one, which I discussed in a previous post, also increases attack power by 3%. Not very useful for casters, sure, but certainly better than this one. This Glyph downright blows. Why? Because Blessing of Kings and specially Greater Blessing of Kings are preparatory spells! The mana cost reduction is irrelevant because Paladins cast this spell during downtime, the buffing up stage. Paladins will have the opportunity to drink before the encounter so mana saved from this spell is utterly worthless. In PvP, where Blessings are routinely dispelled, this Glyph is slightly more useful. However, it's probably best to save that Glyph slot -- even a minor one -- for something better.

Continue reading Paladin glyphs in Beta build 8885

WWI '08 Panel: Paladin (UPDATED)

There weren't very many exciting things for Paladins at the Worldwide Invitational Panel earlier today, and this reflects the development we've seen leak out from the Wrath of the Lich King Alpha. The sneak peek of the Alpha showed that while most classes have proposed talents and abilities mapped out, there's still very little work done for Paladins. This doesn't mean Blizzard isn't thinking about the class, though. In fact, from the few things they've mentioned, it looks like they're moving in the right direction.
  • Confirming something the Paladin community has known for quite some time now -- Retribution itemization blows is very poor. They're moving itemization for Retribution Paladins to share items with Death Knights and Warriors. This means future Retribution items will have no Intellect on them... could this herald some Strength as mana mechanic?
  • UPDATE: Also on the Retribution Paladin front, Blizzard mentioned during the Q&A that Retadins will have their group utility increased by making them more efficient DPS-wise. No details on exactly how, but this little bit of information should send a thrill down the spine of every 2-hander swinging Paladin out there.
  • Hand of Purity is a new "reactive healing" spell for Paladins, something that the oft-maligned 'two-button healers' sorely need. It will work as a clutch Prayer of Mending-type spell. Will it be instant cast? As the two staple heals of a Paladin unenviably have casting times, maybe this new spell will actually be something to thank the Light for. Having another healing spell to cast during encounters should be a real blessing.
  • Speaking of blessings, overlapping Blessings have always been a problem with Paladin support, with active Blessings like Blessing of Freedom and Protection overwriting passive Blessings already on the target like Blessing of Kings. Blizzard plans to allow these spells to be non-exclusive and rename them. Not much, but it definitely addresses existing issues.
These changes aren't as exciting as a Warlock's Demon Form (or Illidanform, as Blizzard staffers jokingly call it), or a Warrior's Titan's Grip, the changes show that Blizzard knows what's wrong with the class and is serious about fixing it. So while there hasn't been any major news like a new tanking tree for Hunters or greater Arena viability for Priests, we're hoping to see more exciting stuff for Paladins!
WoW Insider is on the ground in Paris at the Blizzard Invitational bringing you the big announcements and latest Wrath news as it happens. Check out our latest coverage!

The tanking Rogue strikes again, 5-mans Gruul


You may remember Gaeowyn, the Rogue from Shards of Existence who tanked Mother Shahraz thanks to an insane amount of dodge via agility. She's struck again, this time taking down Gruul with herself tanking, along with a Paladin (with Blessing of Kings), a Shaman (with Grace of Air), a Hunter with Scorpid pet Sting, ad a Druid (using Insect Swarm in addition to Mark of the Wild, of course). After all the buffs and debuffs, she had 76.31% dodge, 12.16% parry, and 14.16% chance to be missed, resulting in 102.63% avoidance. She posted a link to her spec and gear for tank mode, too. The video's short, but it took them a little over 23 minutes to down him. They also got to discover that his Growth caps out at a 30-stack, and that it expires after 5 minutes.

Continue reading The tanking Rogue strikes again, 5-mans Gruul

The Light and How to Swing It: Seals, Blessings and Auras part II


Last week we took a look at one of the Paladin's core class mechanics, the Seal, which is a short-duration buff that is both preparatory (for Judgement) and integral to a Paladin's attack cycle. Last week, I also mentioned how Seals fail to play a part in a healers spell cycle because of how they operate. Because seals require a Paladin to make a melee attack in order for a seal to work or proc, they are similar to Rogue poisons or Shaman weapon buffs. But seals are not weapon buffs, allowing them to proc off unarmed melee attacks (although why anyone would want to is anyone's guess) but also making them susceptible to dispel mechanics.

I personally think there was a wasted opportunity in this design because it locks out one key aspect of the class from an entire spec. Because of the short seal duration, healers must get into melee range and whack at opponents constantly. Even if a Retribution Paladin is in the raid keeping up a Holy Paladin's judged seal, the Holy Paladin himself won't reap the benefits of his own judgement -- most likely Wisdom or Light -- because he won't be hitting the enemy. A healing Paladin's two-button spell cycle consists of Holy Light and Flash of Light which both have cast times, necessitating periods of no movement and often precluding melee combat. If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes."

While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class. The Holy spec is somewhat ironic and goes against the grain of the core class design. Paladins are a heavily-armored melee class. When they spec Holy, that armor often goes to waste and the melee aspect is shelved away. If the spec was built to take advantage of the seal system rather than be hindered by it (putting up seals activate the GCD, pushing back healing or cleansing), we'd have a very different story. We would have Holy Paladins rushing into combat -- I don't care if they deal piddly damage -- in order to be effective, rather than standing in the back of the raid. I attribute that playstyle dichotomy to the failure of seals.

Continue reading The Light and How to Swing It: Seals, Blessings and Auras part II

The Light and How To Swing It: Build you own TTRadin


Hi folks, it's me again. Somehow, Liz's computer got unplugged from the Light at the last minute and wiped her draft for this week clean. The task has fallen upon me once to swing the Light and wreak havoc upon these pages with blood and fury. Or something like that. In the wake of the admittedly lackluster (what, no giant GMs or gnome-transfigurations or demons run amuck?) second take on the TTR stress test, I've decided to write up the experience about making your own Paladin on the Tournament Test Realm, aka the TTRadin. If you haven't logged on to the TTR, now's a good time to download the PTR client and get yourself started.

Paladin without the pain

If you've never played a Paladin before, the TTR is an excellent way to experience some Paladin goodness without having to go through the entire leveling experience -- some parts of which even self-confessed altaholic and column co-writer Chris Jahosky admits to having a dislike for. Of course, leveling is part of the education process, so don't expect to know all the abilities and talents a Paladin -- or any class you make, for that matter -- right off the bat if you don't have a max-level character of that class on the live servers. That said, making a character on the TTR is well worth the effort and is definitely something any player can use to explore their options. Getting a taste of a max-level character, in our case a Paladin (this is a Paladin column, after all), is something players can learn from.

So where do we start? We have the usual racial choices: Human, Dwarf, or Draenei for the Alliance; and Blood Elf for the Horde. Because it isn't a PvP server by definition, you can make an Alliance and a Horde character. The tournament server also isn't like the live realms in that there are no quests or NPCs aside from the trainers, vendors, and arena representatives. I haven't explored the tournament realm completely, but it's safe to assume that it's a barren world. The NPCs are all Goblins, by the way, which is a bit unsettling and bizarre. There are few things stranger than seeing little green men and women in full Tier 2.

Continue reading The Light and How To Swing It: Build you own TTRadin

Will merging servers help low pop realms?


When the subject of low population realms comes up, some people suggest the ultimate way to fix the problem is to merge servers. On the surface it looks like the perfect solution. If you have two servers struggling with low populations, mixing them together would create one medium population server. Problem solved. Not really.

Coriel on Blessing of Kings mentions that the real problem isn't simply the low population, it's also player retention. Hardcore gamers leave the low population realms to go where they can achieve their goals, namely raiding end-game content (I would also add high -level PvP to this.) Simply having more bodies to a server won't keep that player there. Coriel's analogy of server buckets with holes is a valid one. The only thing that keeps a hardcore player on a server is a guild (or arena team) that can get them where they need to go. The guild is the plug that keeps the leaky bucket full.

Continue reading Will merging servers help low pop realms?


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