Now, there's some classes (mostly pure DPS) that have a special advantage when it comes to respeccing: When they decide to change specs, they can mostly get away with using the same set of gear. They may want to regem a bit toward one stat or another, or switchweapons, but for the most part, they can change their spec and settle right into their new role with relative ease, not having to wait for certain gear to come along before they make a "final" plunge. Even if they do need to make a bigger stat change, their old gear can usually mostly suffice until they get a few more drops.
I've noticed this because I'm strongly considering switching two of my hybrids to another role full time soon, and it's been a lot more complicated, because gear enters the equation in a much larger way.
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.
In the Burning Crusade intro cinematic, we see an extremely cool sight with a Draenei Paladin reading from a libram, casting a spell, and walking dramatically away with his Hammer of the Naaru over his shoulder. That spell that he cast was a Seal, one of the core features around which the class is designed. A Seal lasts thirty seconds (which makes you wonder why the Draenei in the video cast it, seeing as how he'll probably need to refresh it once he's out of the building) and can be unleashed through a Judgement for a particular effect.
Seals are self-affecting magic effects while Blessings, the other core class mechanic, can be cast on others and often have longer durations. Auras are an area-of-effect buff and the third core class feature that rounds out the Paladin's playing mechanics. Although other classes have persistent area-of-effect buffs such as a Shaman's totems or a Druid's 41-point talents, only Paladins have passive, permanent aura. Understanding and mastering the use of these three core features are key to playing the Paladin class.
I re-specced to Holy again a few weeks back to concentrate on our 5v5 after quite some time of running around whacking things with a hammer. This is one of the best things about being a hybrid class. We have the option to play a particular way. Before I had decided to focus on Retribution for a couple of months, I would re-spec about 4-5 times a week depending on what our raid needed and spec Ret when I wanted to muck around in the Battlegrounds.
The trouble is, between Holy and Retribution, there is a world of difference in how to play. Granted, most of your spells will be pretty much the same, but the playing style is completely different. As much as Shockadins will protest, the truth is, Holy is a support spec. It is terrible for questing and the best thing to do is find a partner who can kill things for you. Despite the improvements to Holy Shock and the spell damage included with healing gear, the experience pales in comparison to pure DPS classes or specs. This is fine. The only real beef I have is in the disparity in play experience and the nagging feeling that, at the heart of it all, Paladins are glorified sidekicks.
Every week, Alex Ziebart comes to you with Hybrid Theory. A column with... theories about hybrids, I guess. I mean, that's what it says at least. I guess it could be something else, but probably not. Honestly, you should probably just read it and find out for yourself.
In the past here on Hybrid Theory, we've discussed what Hybrids are capable of doing in a raid, as far as beneficial talents and utilities. We talked about the fact that a few well-placed hybrids in your raid can take your DPS from 'good' to 'horrifyingly good.' All of this comes to the front again in a boss that many high-end raid groups are clashing against right now: Brutallus.
If you haven't read anything on this boss yet, it's the single largest gear check in WoW yet. It's Burning Crusade's Patchwerk, mostly. To beat Brutallus, you need roughly 29,000 sustained DPS across your entire raid. If you don't pull that off, you hit his enrage timer and he destroys all of you. Simple as that! If you're lucky you can burn off a final two or three percent of his health after the enrage, but that's about as far as you go. That three percent is about 300,000 health, so don't get too confident.
Every Tuesday, Chris Jahosky contributes Build Shop, which takes a look into one of the many talent specs available to players.
Welcome back to the wonderful world of Build Shop! I've got a lot to say this week, since this is a spec that is near and dear to my heart (even though my Paladin is Protection spec these days) -- Retribution. I've tried to strip it down to the essentials (or what I think is the essentials) so that you can shift points around depending on what you want to do with it.
We've been talking about Magisters' Terrace a lot. I have been talking about Magisters' Terrace a lot. Lucky you, we're going to talk about it some more!
Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.
During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.
Now that the patch is upon us, it's a good time for reflecting upon all the new badge rewards available to us in the near future. As a hybrid class with 3 main viable specs (healing, tanking, DPS), it's no wonder that there's a lot of new badge gear for paladins in this patch. Allison did a fantastic write-up of new badge gear for druids a few days back, so I figured I'd follow her format as it relates to paladins!
Holy
Itemization for Healing specs has been pretty solid when it comes to badge gear, and the new stuff is no exception. Just like the Pier 1 set that 2.3 introduced, you'll find lots of healing, spell crit and mana per 5 on the new gear... just more of it.
When I first decided to roll a Paladin, I had no interest in healing or tanking. I rolled one back in the days before Burning Crusade, back in the heyday of the Reck Bomb. The idea of having what seemed essentially like a Warrior who had access to spells and could self-heal was extremely enticing. I've also had a fascination with the Paladin ever since I played Final Fantasy IV (released here in the States as Final Fantasy II). I've had a Paladin in every game I ever played where it was possible to have one.
I used paladins to great effect when I played Warcraft 2, and as anyone who's ever played Warcraft 3 can tell you, paladins were central to the story (Arthas Menethil, better known these days as The Lich King, started out as a Paladin of the Silver Hand under Uther the Lightbringer, the original Paladin). Oddly enough, when I started playing WoW back in June of 2005, my first character wasn't a Paladin (I rolled Horde, and thus couldn't). However, as soon as I started playing as Alliance on a different server, I created one immediately.
Welcome to another installment of Hybrid Theory, wherein columnist Alex Ziebart assures the world that he does not, in fact, hate Retribution Paladins. In fact, he raids with a Retribution Paladin. Really. He does. Pinky swear.
Let's face it, folks. A lot of raid leaders have very little idea what they're doing when they're brand new to the raiding thing. I was there once, too. Until you have some experience in the 25-man raids, you have very little idea how group synergy works or anything of that sort. As a hybrid, especially one specced in a tree other than your healing tree, this could cause you some issues when looking to break into raiding from the ground level, rather than filling a gap in an existing raid that generally knows what's what.
You will most likely find that you'll need to sell yourself to raid leaders. What can you bring to the table? What can you do that a mage can't? What can you do that a rogue can't? The answer: Quite a bit! First thing to keep in mind, though, is that as a hybrid, you will probably not do as much damage as the other DPS classes in the raid. Healing specced, you will keep up just fine. Damage specced? Well, you won't keep up on every encounter. That's okay though. You don't need to. Why? Because you specifically allow those other classes to meet their maximum potential.
I'll go through each of the damage specs one by one. Tanks, healers, sorry. You come next week. I'm writing a column, not a novel!
Regular Paladin columnist Elizabeth was crit by an insane amount of work at, well, work and her co-columnist Chris is away completing his own epic quest, so like those duplicitous Blood Elves, I'll be stealing the Light for this week and swinging it around. Since most of the stuff I write on the site concern the one thing I really like to do -- PvP -- I think I'll get into character and write about something that some people find taboo... Retribution PvP. After writing about a few rules on healing in PvP, let's indulge ourselves with a little retributive mayhem. Despite being the most ridiculed spec in the entire game, Retribution can be a lot of fun -- and painful for your opponents -- once you get some fundamentals down pat.
Step one: gear up If you are at all interested in PvP as a Retribution Paladin, you must get geared up. There are no two ways about this. Unless you have the proper gear, you will simply not perform as well as similarly-geared classes and your PvP experience will be diminished greatly. Retribution is one of the most equipment-dependent specs in the game, and you will feel it in PvP. Chris has written an excellent starterguide for all aspiring Ret Pallies, which is an excellent read for learning about the perfect Retribution gear. In order to do some PvP, we'll then need to take the next step and go beyond what Chris suggested and aim much higher as far as at least one piece of equipment is concerned -- your weapon.
Retribution Paladins and "Classic" hybrids rejoice. Even in the midst of all these recent nerfs, Blizzard is working on a few buffs. The latest news from the PTR via MMO Champion is that we can expect to see a few tweaks to Relics and Retribution Gear alike, mostly on the good side. Various pieces of Retribution Paladin focused gear, mostly from the heroic dungeon level, has had its spell damage removed and replaced with strength. Not great news for Shockadins, perhaps, but good for Retribution Paladins, whose talents and skills have been moved more to the side of shedding all spell damage for quite some time.
Druids, Shamans, and Paladins can rejoice at seeing a lot of their Idols gets a boost, with various stats and effects on them being boosted, sometimes by as much as twice their old values.
There's also a somewhat interesting, but probably ultimately minor tweak coming to arena and honor weapons, as all three levels of Feral Druid and spellcaster PvP weapons have seen their attack speed reduced by 1 to 1.60 seconds. You'll rarely see any of those classes using those weapons to melee anyone to death, so it seems a bit superfluous, but perhaps it was done for consistency with the recent Vengeful Gladiator's Waraxe change.
There will probably be a few more changes when the server comes back up, of course, and we'll be here to deliver you the news on them, so stay tuned.
Hybrid Theory returns under the banner of column-newb Alex Ziebart. Incredibly biased opinions await you. If you are reading this, you have already been made a victim of his inability to create interesting graphics. No World of Warcraft players were harmed in the creation of the previous image, though that does not mean it won't hurt you.
When I decided on my topic for today, I was mighty excited. A fire raged within me, and my fingers flew over the keyboard as soon as I sat down at the computer. My first column! Awesome! Yes! About three paragraphs in, I realized I should probably make sure my predecessor, Jason Lotito, hadn't done the topic yet. Unfortunately, he did. Fortunately, I completely disagree with what he said in every possible way.
Perfect.
What is a hybrid class? The basic answer is pretty simple: A class with multiple viable roles. Paladins, Druids and Shaman are obvious examples of a hybrid class. If you disagree with the fact that they're hybrids, you must be playing the wrong game. Holy, Retribution, Protection. Feral, Balance, Restoration. Elemental, Enhancement, Restoration. All of them are viable specs, especially in raiding. As fun as it is to mock Retribution Paladins, even they have a place in the end-game.
Basically, Shamadruidins are hybrids. Don't try to argue that they aren't because you will lose.
Poster Tamerland from The Scryers posted an interesting nugget to consider over at the Paladin forums today, stating unequivocally that the Alliance will be getting the Blood Elf-only Seal of Blood in Patch 2.4. Conversely, the Horde should be receiving Seal of Vengeance. What's the big deal, you ask? Well, Alliance Retribution Paladins have been crying for Seal of Blood because it has, with numerous calculations, proven to be the superior PvE DPS Seal. In light of the removal of spell damage in Retribution gear and the focus on Strength (and consequently Attack Power), this has become less of a debate and more of a simple fact. Furthermore, Seal of Blood inflicts damage on the Paladin, which is absolutely great as this is incredibly synergistic with Spiritual Attunement, allowing Ret Pallies to regenerate mana as they're healed. While Seal of Vengeance has been argued to be an excellent tanking seal, Horde Paladin tanks have coasted along fine with Seal of Righteousness.
Up until now, Alliance Retribution Paladins have had to balance spell damage along with other stats to optimize Seal of Command while Horde Ret Pallies happily picked up, um... *cough* Warrior gear. If the changes in 2.4 push through, the removal of spell damage severely gimps Seal of Command for PvE and consequently, raiding Alliance Retribution Paladins (yes, such things exist, believe it or not). Tamerland says that the writing is on the wall, and from the lore-shaking changes glimpsed on the PTR, his claims don't seem too far off. The chained up Naaru in the Blood Knights' basement is gone, and the lovely Lady Liadrin (I had to editorialize that. We swore these blood oaths, you know.) comes to Shattrath City to pledge allegiance to A'dal, who welcomes the Light-stealing, Naaru-shackling, demon-blood using Blood Knight matriarch in a totally WWJD moment. The stage really does seem set for such a change, and it wouldn't be the first time that Blizzard has shaken things up in order to balance things out. Paladins were formerly an Alliance-only class once upon a time, after all. Personally, I'm stoked at the possibility. I'm not too thrilled about the Alliance getting Seal of Blood ("my... precious..."), but if it does happen, it means Blizzard is actually listening to its community -- even if they don't say anything most of the time.
Wow. I don't know about you, but 2007 just flew by for me. It seems like only yesterday I was standing in line at midnight to grab my copy of Burning Crusade, and now it's almost a year later. While the new year has already started, it's not too late to look back on some of the changes the Paladin class has seen in '07.
So this week on The Light and How to Swing It, I'm doing just that -- going through this past year and reminiscing about the good (and the bad) changes that paladins have experienced. If you've got any left over champagne feel free to break it out and join me as we toast this past year, and look forward to the year ahead!