Really ... enuff said.
Here's the link. Enjoy.
Showing posts with label talents. Show all posts
Showing posts with label talents. Show all posts
Thursday, February 12, 2009
Open Letter to DPS
Dear DPS,
I am a tank, I get hit hard and I do it so that you can continue to kick the crap out of whatever is hitting me. I thank you for hitting it harder and faster than anyone else can.
I do wish, however, that you could all learn the basics of your role. For melee dps there is a great list on DPS Plate that you should read, but I want to focus on macros. Gimme a sec, I'll get to the good stuff.
When I am hitting something and I am focusing its attention on me -- there is a purpose to this. The purpose is to allow you to melt the face of THAT mob. The one that I am hitting. Not the one next to the one that I am hitting.
More often than not, when in a group (mostly PUGs), when pulling more than one mob, I find that I need to keep on eye on what the dps are doing because they are not hitting that which I am. How often is it that a hunter will be targeted on a mob only to pull them off me? Way too often. And why does this happen? No, it is not because I'm not uber enough -- or that hunter is too uber. It is because that hunter (sorry I'm picking on hunters) has targeted a mob mistakenly. You heard me. You are dpsing down something that you should not. Yet.

You should only and always be targeted on what I, the tank, have targeted. Now, some people mark every single mob and have a set and established kill order -- and that can work great, but, as we all know, things are not always working as intended. Things get out of hand -- pats are added, someone dies or there is a runaway with low health -- yeah go ahead and one shot that sonofa .... but what I'm talking about is MOSTLY dps just being sloppy.
What I'm about to show you can make EVERYONE's lives easier -- even yours, you dps machine.
First let me give credit where it is due -- these both came from BRK, a hunter blogger. The original article is here, at WOWInsider.
Ok so macro one. This is the simplest really doesn't need to be put on your hotkeys. Its something that you'll use every time you engage a new tank. You are using this macro to make your tank your "focus."
Are you ready? Here it is:
/focus target
That's it. That's the full extent of your macro.
What this means is that even though you manually target something else, you can always come back easily and re-target your tank. Because that's what this is meant to do. You click on your tank, hit this macro and that character is saved.
Why would you want to target your tank? Well that's where this next little gem comes in.
/assist focus
That's it -- that's all for the second macro. Pretty easy huh? Hotkey this one -- you will use it alot. What this does is automatically set your target to be the same as the target of the tank (if the tank is your focus -- which they would be if you used the previous macro in the beginning of your instance run). So if you fire off that Frostfire blast -- it will hit the same thing that the tank is hitting.
At the end of the day, all the above is about not pulling aggro off the tank -- because what they are hitting hardest, and therefore aggroing hardest on, is also what you are dpsing on, so there should be no way that you pull aggro off of them. Then, when that one dies, it only takes a split second, most likely faster than tab targeting the next mob, to hit the assist macro and BOOM you are slamming that which your tank is tanking.
I have heard alot about Wrath content and how easy it is, and also how easy it is to AOE tank all of those trash mobs. While this is true, especially when you get to slightly higher end content, when (and I say "when" intentionally) you, as a dpser, pull aggro off the tank and you don't have a Feign Death, or some kind of other aggro wipe, that mob will come at you and if your tank is AFK tanking, or doesn't like you much, it come over to you, not say nice things to you, and not leave you alive to help kill other mobs. You will be dead, and it will definitely be your fault.
So, what have we learned here? Hopefully you've learned one important lesson in HOW to play a dps character (dps what the tank has aggro on) and a few lessons in how to make THAT easier (use those macros or something like them).
Have a good day.
Yours truly,
Tank.
I am a tank, I get hit hard and I do it so that you can continue to kick the crap out of whatever is hitting me. I thank you for hitting it harder and faster than anyone else can.
I do wish, however, that you could all learn the basics of your role. For melee dps there is a great list on DPS Plate that you should read, but I want to focus on macros. Gimme a sec, I'll get to the good stuff.
When I am hitting something and I am focusing its attention on me -- there is a purpose to this. The purpose is to allow you to melt the face of THAT mob. The one that I am hitting. Not the one next to the one that I am hitting.
More often than not, when in a group (mostly PUGs), when pulling more than one mob, I find that I need to keep on eye on what the dps are doing because they are not hitting that which I am. How often is it that a hunter will be targeted on a mob only to pull them off me? Way too often. And why does this happen? No, it is not because I'm not uber enough -- or that hunter is too uber. It is because that hunter (sorry I'm picking on hunters) has targeted a mob mistakenly. You heard me. You are dpsing down something that you should not. Yet.

You should only and always be targeted on what I, the tank, have targeted. Now, some people mark every single mob and have a set and established kill order -- and that can work great, but, as we all know, things are not always working as intended. Things get out of hand -- pats are added, someone dies or there is a runaway with low health -- yeah go ahead and one shot that sonofa .... but what I'm talking about is MOSTLY dps just being sloppy.
What I'm about to show you can make EVERYONE's lives easier -- even yours, you dps machine.
First let me give credit where it is due -- these both came from BRK, a hunter blogger. The original article is here, at WOWInsider.
Ok so macro one. This is the simplest really doesn't need to be put on your hotkeys. Its something that you'll use every time you engage a new tank. You are using this macro to make your tank your "focus."
Are you ready? Here it is:
/focus target
That's it. That's the full extent of your macro.
What this means is that even though you manually target something else, you can always come back easily and re-target your tank. Because that's what this is meant to do. You click on your tank, hit this macro and that character is saved.
Why would you want to target your tank? Well that's where this next little gem comes in.
/assist focus
That's it -- that's all for the second macro. Pretty easy huh? Hotkey this one -- you will use it alot. What this does is automatically set your target to be the same as the target of the tank (if the tank is your focus -- which they would be if you used the previous macro in the beginning of your instance run). So if you fire off that Frostfire blast -- it will hit the same thing that the tank is hitting.
At the end of the day, all the above is about not pulling aggro off the tank -- because what they are hitting hardest, and therefore aggroing hardest on, is also what you are dpsing on, so there should be no way that you pull aggro off of them. Then, when that one dies, it only takes a split second, most likely faster than tab targeting the next mob, to hit the assist macro and BOOM you are slamming that which your tank is tanking.
I have heard alot about Wrath content and how easy it is, and also how easy it is to AOE tank all of those trash mobs. While this is true, especially when you get to slightly higher end content, when (and I say "when" intentionally) you, as a dpser, pull aggro off the tank and you don't have a Feign Death, or some kind of other aggro wipe, that mob will come at you and if your tank is AFK tanking, or doesn't like you much, it come over to you, not say nice things to you, and not leave you alive to help kill other mobs. You will be dead, and it will definitely be your fault.
So, what have we learned here? Hopefully you've learned one important lesson in HOW to play a dps character (dps what the tank has aggro on) and a few lessons in how to make THAT easier (use those macros or something like them).
Have a good day.
Yours truly,
Tank.
Wednesday, February 11, 2009
3.0.9 or whatever
Yes I'm aware of the new patch and I've played it a little. My thoughts on this are quite simple.
Woot for the 30 minute seals. That's a great new mechanic and without having ever wanted it in the past, I realize now just how much I should have. It helps to clean up my bars, since I can put them into my Healbot, just like buffs. Now I can move stuff around and not have to worry about those darn seals any more.
Boo hiss for the Divine Plea nerf. It doesn't affect me much -- I'm not Holy and I don't normally run with Holy paladins, but any nerf is no fun. I agree with Siha over at Banana Shoulders -- it's too soon and not well thought out.
Woot for the 30 minute seals. That's a great new mechanic and without having ever wanted it in the past, I realize now just how much I should have. It helps to clean up my bars, since I can put them into my Healbot, just like buffs. Now I can move stuff around and not have to worry about those darn seals any more.
Boo hiss for the Divine Plea nerf. It doesn't affect me much -- I'm not Holy and I don't normally run with Holy paladins, but any nerf is no fun. I agree with Siha over at Banana Shoulders -- it's too soon and not well thought out.
Friday, February 6, 2009
My Thoughts on 3.1 Patch Notes
I dunno. I'm gonna side with BRK on this one. Even though he's mostly talking about his hunter changes -- I think that a good bit of this stuff is going to end up on the cutting room floor. You know, somewhere ON THE GROUND in Ghostcrawler's office. Here we go:
Blessing of Kings – this spell is now a base ability trainable by all paladins.
Alright. Finally, yes this is pretty exciting and I really don't think this is going to change. What is up for debate, however, is whether or not that ability will boost stats by 2%, 10% or something in between. Some believe "we'll get the 10% BoK baseline, it's the only way this would even remotely make sense." I'm not so sure. I actually think that we are going to automagically get BoK for 2% and then it can be talented up to 10% -- and those talent points will be in the first tier of protection (although, really they could go easily into any of the trees).
Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
Sshah. As if. This will never stand. Even if the intent behind this change lasts there will definitely be some kind if nerf to this. With the Glyph and a little skill (really miniscule amounts of skill) paladins will be unstoppable in PVP. I have zero doubts in my mind that this will change somehow. I DO think it's a great idea though -- another general purpose ranged spell is wonderful. I just don't think it will make it through testing without some nerf bombs.
Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
I think that this silence effect is pretty awesome. I was just saying how paladins would give their mommas away for a chance to deal with casters -- and this does it. This will make it much easier to deal with casters on PVE pulls, but also taking down that annoying warlock who just eats your brains and there's nothing you can do about it. Folding in the extra damage will be nice, but since most of us have it already, it shouldn't change much.
Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
Does this actually mean that they are freeing up more points in the prot tree for some new talents? I truly do not know the answer to this. If you do, let me know. It does not say that the effects are changed, just less ranks. So, I guess I'm all for this one.
Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
This one also seems to be a little lacking in true details. So if I put max points into this talent what procs the refresh? Does just having DP up mean that it's never going to end? It'll just keep on going? I'm not sure I totally understand this one, but if it means more mana regeneration I'm all for that. It will make a huge difference for non-main (offtanks or just someone who is trying to dps a bit) tanks in PVE and it will mean that prot pvpers will feel a bit better about their insanely low MP.
Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.
This feels like a mostly PVP talent change. This means we'll have our awesome stun available to us, with talents every 10 seconds. I must say this also feels a little overpowered. With the Exorcism change and now this, ALONG with the Shield of the Templar silencing effect -- we'll be able to stand tall against casters -- they will run in fear from our holy might. I think this will also get herded into the ole nerf pen too. It's just a bit much all told.
Truly I think that these changes are great and I would love to see them get to Live and then stay. I fear this is just not the case though. The Exorcism buff alone will be high on the nerfing target list. If these do manage to make it all the way into the game it will mean a lot more utility for maintankadins, and it will give protection paladins true viability in PVP, something they really never had before -- despite their massive HP.
Blessing of Kings – this spell is now a base ability trainable by all paladins.
Alright. Finally, yes this is pretty exciting and I really don't think this is going to change. What is up for debate, however, is whether or not that ability will boost stats by 2%, 10% or something in between. Some believe "we'll get the 10% BoK baseline, it's the only way this would even remotely make sense." I'm not so sure. I actually think that we are going to automagically get BoK for 2% and then it can be talented up to 10% -- and those talent points will be in the first tier of protection (although, really they could go easily into any of the trees).
Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
Sshah. As if. This will never stand. Even if the intent behind this change lasts there will definitely be some kind if nerf to this. With the Glyph and a little skill (really miniscule amounts of skill) paladins will be unstoppable in PVP. I have zero doubts in my mind that this will change somehow. I DO think it's a great idea though -- another general purpose ranged spell is wonderful. I just don't think it will make it through testing without some nerf bombs.
Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
I think that this silence effect is pretty awesome. I was just saying how paladins would give their mommas away for a chance to deal with casters -- and this does it. This will make it much easier to deal with casters on PVE pulls, but also taking down that annoying warlock who just eats your brains and there's nothing you can do about it. Folding in the extra damage will be nice, but since most of us have it already, it shouldn't change much.
Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
Does this actually mean that they are freeing up more points in the prot tree for some new talents? I truly do not know the answer to this. If you do, let me know. It does not say that the effects are changed, just less ranks. So, I guess I'm all for this one.
Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
This one also seems to be a little lacking in true details. So if I put max points into this talent what procs the refresh? Does just having DP up mean that it's never going to end? It'll just keep on going? I'm not sure I totally understand this one, but if it means more mana regeneration I'm all for that. It will make a huge difference for non-main (offtanks or just someone who is trying to dps a bit) tanks in PVE and it will mean that prot pvpers will feel a bit better about their insanely low MP.
Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.
This feels like a mostly PVP talent change. This means we'll have our awesome stun available to us, with talents every 10 seconds. I must say this also feels a little overpowered. With the Exorcism change and now this, ALONG with the Shield of the Templar silencing effect -- we'll be able to stand tall against casters -- they will run in fear from our holy might. I think this will also get herded into the ole nerf pen too. It's just a bit much all told.
Truly I think that these changes are great and I would love to see them get to Live and then stay. I fear this is just not the case though. The Exorcism buff alone will be high on the nerfing target list. If these do manage to make it all the way into the game it will mean a lot more utility for maintankadins, and it will give protection paladins true viability in PVP, something they really never had before -- despite their massive HP.
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3.1 New Paladin Stuff
Everyone and their brother, and sister, has already reported on this. Here is the link if you want to check out the original post -- I will have more to say on these changes a bit later.
Have a nice day.
Have a nice day.
Thursday, February 5, 2009
Death Knight-adin
Firstly let me say that I'm an awful blogger. I can't for the life of me remember to take screen shots and screen films. And my posts are regularly wall of text. This is especially interesting in light of the fact that I'm a multimedia producer at my job. I do video and digital photography all the time -- why is it that I can't remember to do that at all while playing? We may never know. On to the post.
Death Knights ARE cool.
I played my DK last night for a while -- he's only level 60, but this is my third DK that I've taken to 60 (I just enjoy the opening quest and the event at the end, I just keep re-rolling). I logged in and really did not want to face the uncertainty of an heroic PUG. Good or bad, I just wasn't in the mood.
So I played my DK -- he's frost spec, but not yet with tanking talents. As I'm going along facemelting, pulling multiple mobs, kicking arse, taking names something begins to occur to me.
Death Knights are the heroic version of Protection and Retribution paladins. Sorta. Having been a paladin for so long I feel I can say this. If you wanted to sit down with paladins of those 2 specs and figure out what they really want out of their class -- you'd get pretty close to the current Death Knights.

One thing that paladins have been wanting for freakin ever has been a ranged spell. Granted that you can spec into Holy Shock, or Avenger's Shield or .... what, Repentance, (does that count?), but there has never been a long range base ability until just a little while ago. Right out of the gate DKs get Death Grip and Icey Touch -- which are pretty awesome and you don't need anything to get them started.
Next up -- a way to deal with freakin' casters. Paladins still cry when they think of trying to tank Scholomance (at level) with all the casters and no way to silence them or get them to shut up or anything. We still have no real way to deal with them -- although we can stun them, we can only do that once a minute and you have to be within melee range -- phht. Along come DKs and they have, again, Death Grip and the juicy Mind Freeze. Casters can now eat my shorts (as a DK).
Finally, and perhaps most interestingly, there is the runic power and runes mechanic. As long as their health is not too low, a DK can keep fighting, given the right rotation etc, until their player's eyes bleed and their fingers fall off. Paladins, on the other hand can keep going as long as they still have mana -- and mana runs out pretty quickly (unless of course you're dodging and parrying and you've got Blessing of Sanctuary up).
Am I going to stick with my Death Knight and allow my paladin to gather dust? Will this plog be re-named Death Knights Smash! or DKPWNZMOAR?
No. NO. No. I love my paladin and have a hard time leaving him behind to level any of my other toons. Especially because it was soooo hard to level him in the first place. But I must say, DKs are kinda fun, and REALLY don't they have a kind of evil uber paladin feel to them?
Death Knights ARE cool.
I played my DK last night for a while -- he's only level 60, but this is my third DK that I've taken to 60 (I just enjoy the opening quest and the event at the end, I just keep re-rolling). I logged in and really did not want to face the uncertainty of an heroic PUG. Good or bad, I just wasn't in the mood.
So I played my DK -- he's frost spec, but not yet with tanking talents. As I'm going along facemelting, pulling multiple mobs, kicking arse, taking names something begins to occur to me.
Death Knights are the heroic version of Protection and Retribution paladins. Sorta. Having been a paladin for so long I feel I can say this. If you wanted to sit down with paladins of those 2 specs and figure out what they really want out of their class -- you'd get pretty close to the current Death Knights.

One thing that paladins have been wanting for freakin ever has been a ranged spell. Granted that you can spec into Holy Shock, or Avenger's Shield or .... what, Repentance, (does that count?), but there has never been a long range base ability until just a little while ago. Right out of the gate DKs get Death Grip and Icey Touch -- which are pretty awesome and you don't need anything to get them started.
Next up -- a way to deal with freakin' casters. Paladins still cry when they think of trying to tank Scholomance (at level) with all the casters and no way to silence them or get them to shut up or anything. We still have no real way to deal with them -- although we can stun them, we can only do that once a minute and you have to be within melee range -- phht. Along come DKs and they have, again, Death Grip and the juicy Mind Freeze. Casters can now eat my shorts (as a DK).
Finally, and perhaps most interestingly, there is the runic power and runes mechanic. As long as their health is not too low, a DK can keep fighting, given the right rotation etc, until their player's eyes bleed and their fingers fall off. Paladins, on the other hand can keep going as long as they still have mana -- and mana runs out pretty quickly (unless of course you're dodging and parrying and you've got Blessing of Sanctuary up).
Am I going to stick with my Death Knight and allow my paladin to gather dust? Will this plog be re-named Death Knights Smash! or DKPWNZMOAR?
No. NO. No. I love my paladin and have a hard time leaving him behind to level any of my other toons. Especially because it was soooo hard to level him in the first place. But I must say, DKs are kinda fun, and REALLY don't they have a kind of evil uber paladin feel to them?
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Friday, December 19, 2008
Important Stats to your Paladin
tSo. What are the most important stats to you as a paladin? Well, of course it depends on what you are doing and how you are doing it.
Quite simply you can break it up into talent specs and say this:
Holy needs Intellect.
Protection needs Stamina.
Retribution needs Strength.
Those ARE the most important stats for those specs. But that's a bit oversimplified -- those stats are the most important for those specs when your toon is AT or NEAR level limit. And of course, there are hardly ever only one stat that you want to pay attention to.
PROTECTION
Protection, the spec that I am most familiar with really does want to stack on the stamina -- both for survivability and also because of the wonderful Touched by the Light talent (which you can get, at the earliest at level 50). This talent takes 10/20/30% of you stamina and turns it into spell power and since most of our talents use spell power that's a great bonus.
After stamina, though, where do you go? Well that depends on what you are going for: uncrittable or just awesome. If you intend to tank anything in heroics and/or raids you need to work towards the uncrittable number which is 535 defense in heroics and 540 in raids. If you are purely a soloer and/or you only do normal instance runs the next stat you want to stack is strength (although if you are tanking ANY instance getting high defense will heighten your survivability greatly).
Strength is great for us as well because it ups our white melee damage on auto swings greatly but when you get Shield of the Righteous the damage it causes works off of block value which is calculated off of strength. The more strength you have, the more Holy damage SotR does.
So, just to clarify: your basic important stats for protection are stamina, defense and strength -- some people will argue that defense is more important, at least initially, than stamina, but really the two come hand in hand and you need certain amounts of both in order to survive your encounters. Additionally, Intellect is always nice, and it's not something you should scoff at, but with our basic talents and skills, even if we don't have ANY +int, we should still be doing pretty well with our mana.

RETRIBUTION
Strength is the first and foremost among the stats to stack for a retadin. No question, no arguments. After strength, there are some differing ideas.
+Hit. In my opinion, this should be your next stat to be looking for. You want to be "hit capped" so that every time you swing that big old 2-hander of yours, it actually hits something. In order to be hit capped you need at least 8% (or 9% depending on who you ask). And the hit rating you need is apparently 262. There is still some debate on the ACTUAL FACTUAL numbers, but you get the idea. Testing is always ongoing at Elitist Jerks.
After +hit, I believe you should be for +crit. That way each time you hit, which should be always, you have a much better chance of doing double damage. My understanding is that you should have a minimum of 20% to crit. Really, just pile on the +crit and some Agility if you can -- +crit is more important as it gives you a higher percentage for less points than agility will.
Finally, as a retadin, you'll want a bunch of stamina in order to survive the occasional hit and also wide range AOE spells. Armor will not mitigate this, so pile on the stamina as well.
HOLY
First off, you are a caster now so you need mana up the wahzoo. Pile on the Intellect first and foremost -- this charges up your mana pool, gives you a higher crit rating with your spells and through the nifty Holy Guidance talent, (at level 45 minimum) raises your spellpower by 4/8/12/16/20% of your intellect. Go INT go.
See this post by Banana Shoulders: I totally agree.
After that there is some discussion about what you might want next. It kinda depends on what you are trying to do. If you are trying to heal, then you want to use your healing talents to their fullest -- and many of those talents work off of spell criticals. So pile on +crit first.
If you are just questing or doing something else in an odd way as a holy paladin (I'm not judging) you might want to pile on the MP5 as a secondary stat in order to keep your drink time down.
After that -- probably stamina. It's always nice to survive that one shot that gets through your threat management team. (Not that it ever happens.)
There is the matter of +haste for Holy paladins, but from what I've read it really isn't going to do much for you. Pick it up if you'd like, but if you've really got enough +crit and intellect, the haste won't matter that much -- you'll be kickin arse all over the place.
So yeah, there ya go. As always you can check out the official WoW forums, Elitest Jerks, maintankadin or the forums at wowhead for more information or more opinions.
Enjoy.
Quite simply you can break it up into talent specs and say this:
Holy needs Intellect.
Protection needs Stamina.
Retribution needs Strength.
Those ARE the most important stats for those specs. But that's a bit oversimplified -- those stats are the most important for those specs when your toon is AT or NEAR level limit. And of course, there are hardly ever only one stat that you want to pay attention to.
PROTECTION
Protection, the spec that I am most familiar with really does want to stack on the stamina -- both for survivability and also because of the wonderful Touched by the Light talent (which you can get, at the earliest at level 50). This talent takes 10/20/30% of you stamina and turns it into spell power and since most of our talents use spell power that's a great bonus.
After stamina, though, where do you go? Well that depends on what you are going for: uncrittable or just awesome. If you intend to tank anything in heroics and/or raids you need to work towards the uncrittable number which is 535 defense in heroics and 540 in raids. If you are purely a soloer and/or you only do normal instance runs the next stat you want to stack is strength (although if you are tanking ANY instance getting high defense will heighten your survivability greatly).
Strength is great for us as well because it ups our white melee damage on auto swings greatly but when you get Shield of the Righteous the damage it causes works off of block value which is calculated off of strength. The more strength you have, the more Holy damage SotR does.
So, just to clarify: your basic important stats for protection are stamina, defense and strength -- some people will argue that defense is more important, at least initially, than stamina, but really the two come hand in hand and you need certain amounts of both in order to survive your encounters. Additionally, Intellect is always nice, and it's not something you should scoff at, but with our basic talents and skills, even if we don't have ANY +int, we should still be doing pretty well with our mana.

RETRIBUTION
Strength is the first and foremost among the stats to stack for a retadin. No question, no arguments. After strength, there are some differing ideas.
+Hit. In my opinion, this should be your next stat to be looking for. You want to be "hit capped" so that every time you swing that big old 2-hander of yours, it actually hits something. In order to be hit capped you need at least 8% (or 9% depending on who you ask). And the hit rating you need is apparently 262. There is still some debate on the ACTUAL FACTUAL numbers, but you get the idea. Testing is always ongoing at Elitist Jerks.
After +hit, I believe you should be for +crit. That way each time you hit, which should be always, you have a much better chance of doing double damage. My understanding is that you should have a minimum of 20% to crit. Really, just pile on the +crit and some Agility if you can -- +crit is more important as it gives you a higher percentage for less points than agility will.
Finally, as a retadin, you'll want a bunch of stamina in order to survive the occasional hit and also wide range AOE spells. Armor will not mitigate this, so pile on the stamina as well.
HOLY
First off, you are a caster now so you need mana up the wahzoo. Pile on the Intellect first and foremost -- this charges up your mana pool, gives you a higher crit rating with your spells and through the nifty Holy Guidance talent, (at level 45 minimum) raises your spellpower by 4/8/12/16/20% of your intellect. Go INT go.
See this post by Banana Shoulders: I totally agree.
After that there is some discussion about what you might want next. It kinda depends on what you are trying to do. If you are trying to heal, then you want to use your healing talents to their fullest -- and many of those talents work off of spell criticals. So pile on +crit first.
If you are just questing or doing something else in an odd way as a holy paladin (I'm not judging) you might want to pile on the MP5 as a secondary stat in order to keep your drink time down.
After that -- probably stamina. It's always nice to survive that one shot that gets through your threat management team. (Not that it ever happens.)
There is the matter of +haste for Holy paladins, but from what I've read it really isn't going to do much for you. Pick it up if you'd like, but if you've really got enough +crit and intellect, the haste won't matter that much -- you'll be kickin arse all over the place.
So yeah, there ya go. As always you can check out the official WoW forums, Elitest Jerks, maintankadin or the forums at wowhead for more information or more opinions.
Enjoy.
Labels:
holy,
paladin,
protection,
retribution,
stats,
talents,
warcraft
Monday, December 15, 2008
Why I Love Being a Paladin
I really enjoy the paladin class. I've been playing a paladin for just under 4 years now and I've taken a character in every class to at least 20, but never loved anything like I love the toughness and flexibility of the paladin.
Below you will see one of my very favorite reasons for being a paladin. The Bubble.
This is my character, Knales jumping out of the sewer outlet in the floating city of Dalaran and surviving. I love the bubble.
I am often getting from one point to the other by jumping off cliffs (especially in Howling Fjord). I love the uber down elevator that paladins can pull off.
I must admit though, there have been a few times that I have leapt from a huge height only to have been in Forbearance, and unable to bubble up. Splat.
Cheers.
Below you will see one of my very favorite reasons for being a paladin. The Bubble.
This is my character, Knales jumping out of the sewer outlet in the floating city of Dalaran and surviving. I love the bubble.
I am often getting from one point to the other by jumping off cliffs (especially in Howling Fjord). I love the uber down elevator that paladins can pull off.
I must admit though, there have been a few times that I have leapt from a huge height only to have been in Forbearance, and unable to bubble up. Splat.
Cheers.
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