Sunday, May 24, 2009

Where did Dragon Go?

So how long do people have to wait for an update post that they were promised awhile ago.

Unfortunately longer than intended. I have currently gone on WoW hiatus only logging in to raid at the moment simply because the frustration of various things in game were getting to me a little to much I finally decided.

I do plan on keeping this blog updated. I at least have one person who would like to see my take on History in Schools since I happen to be a U.S. History Major.

I might also begin to post on minor Warhammer Stuff that I come across as well as Arms Warrior stuff.

I would LIKE to get this ball finally rolling. But there you go, that's why I haven't been posting. With any luck when I get my new computer in about 2 weeks, things will get better.

Anyway, that's all for now.

~Dragon

Tuesday, April 21, 2009

Should have a post up in the next day or so regarding 3.1 and my thoughts about it after the first week.

Monday, April 6, 2009

Ret PvP in 3.1

Well, welcome back to another posting in this ret blog, it SHOULD become quite frequent postings here during the week due to recent computer malfunctions.\

With 3.1 Around the corner I'd like to take a look at the possible ret pvp specs that might be seen with this patch.

First lets start with the basic, that being where you can find me on armory if you are so inclined to go check it out. You can find a direct link to my armory here

Now on the PTR last week after they fixed Martyr/Blood for both factions I was able to test some things out.

First of all, anyone like me who used to use Hand of Reckoning to taunt other players to get into combat or used it as a low mana ranged totem killer are going to be sad. Both totems and players are now immune to damage, and thus it will either be yellow damage via exorcism at range or white attacks and strikes in melee to kill the totems again.

The good news is of course that we will now be able to exorcise players are range (and auto crit on those pesky fel-puppies and ghouls).

Ok, with that done, now it is time to look at the 2 specs we are likely to see come patch day for pvpers.

The first one is what I will call the "Mitigation Spec":
The focus of this spec is to not only allow for maximium damage output on the target, but to also allow you to reduce incoming damage to yourself and to your partners as much as possible.

Please note that the one point in Divinty was filler to get deeper down into the tree. One additional thing that I would like to mention is that especially more than the "Healing" spec that is about to come below benediction is essential to the Mitigation spec since most of your mitigation effects are purgable.

So Pros:
High Amounts of Mitigation via Guardian's Favor, Divine Guardian and Divine Sacrifice Talents. Also provides another possible sheep break with Divine Sacrifice. Also helps in mana war situations by causing fewer healers that you and your partners need to throw.

Cons:
Most of your mitigation abilities are purgable, so on an aggressive purge team, you will lose MOST of the mitigation that you have here. Also, your heals will be a lot less effective on yourself comparted to someone who went the healing spec.

The next spec is the "Healing" spec and I use the term very loosely although that is the basis for the spec itself.

In general you can take a point out of Divinity and you should not notice much of a difference. The biggest things this spec is lacking are both benediction and divine guardian. No divine guardian means that you cannot start a game with sacred shield on yourself (buffs with >30 seconds remaining at game start are taken off in arenas).

So the Pros:
You get 16% more healing when you heal yourself in a given situation and when you have to heal your partners you still get 11% more healing on them, and any other healers you have in your group will still be getting an extra 6% more healing to all raid members provided that there isnt a tree on your team.
You also get increased mana longevity in a different sense in that since your heals hit harder you can cast them less frequently.
Dispels do NOT hurt the extra healing you gain from your spec, thus giving you a slight advantage over the Mitigation spec against Purge/Dispel aggressive teams.

Cons:
You can't start the match with Sacred Shield on yourself as it is a 30 second buff without the talents.
If you don't end up putting a point into Divine Sacrifice you lose a CC breaking effect
Stuns will last their full duration on you instead of the reduction you otherwise would have with stoicism.
You lose 1 point in 2h Weapon Specialization or where ever else that you choose to lose it in your ret tree.

Glyphs for pvp this next patch are equally tricky.
Glyph of Judgement and Glyph of Exorcism will be staples for both PvE and PvP. However the 3rd glyph leads to many interesting choices.

#1. Glyph of Turn Evil - An old mainstay and useful against warlocks and DKs, you will miss the lovely instant cast Turn Evils against them if you don't have this. However with the new exorcism you should be able to smash your way through their pets at a much faster speed (and the warlocks themselves if they go demon form) with the auto crits.

#2. Glyph of Hammer of Justice - This is my 3rd glyph at the moment on live to match Judgement and Turn Evil in PvP. The extra 5 yards on this glyph is noticable at times, especially when you need to interupt something after they just blinked, disengaged, fear. Its not as high profile as our other glyphs, but it gets the job done.

#3. Glyph of Flash of Light - Another rather bland glyph that can get the job done in the right situation. When paired with the Healing spec and SoL, you should be able to allow for quick recoveries, especially since Art of War no longer resets the swing timer. Usually though I find more Holy Lights being cast in PvP than flashes.

#4. Glyph of Salvation - This glyph will be hard to find the first week or two after the patch, so I hope that you are friends with a good and lucky Scribe. This spec goes really well with the mitigation spec and in a way acts even better than BoP as it reduces caster damage too. Use it on yourself when you pop Divine Sacrifice or throw it on your partner in an oh shit situation.

#5. Glyph of Seal of Blood - If you often find that you find yourself mana starved in pvp when the patch comes out, this will probably be the glyph for you to try to give you the extra leg up and use all your abilities. If you aren't having mana issues though, I wouldn't consider it.

As a whole, this patch has opened up some interesting possibilities in the next upcoming seasons.

I for one will probably be going with the Mitigation spec (I might pick up a point in command just for "OH S*&^" situations) and run Judgement, Exorcism and Salvation as my 3 glyphs.

Oh and for all you engineer pvpers out there like me who plan on using Blood like I do, get the glove haste enchant and macro it with your wings. It'll apply a lot of pressure.

~Dragon

P.S. I realize that neither spec took Righteous Vengeance, this is simply because it breaks cc, specifically repetence, sheep, blind etc. While the extra damage might look good on paper, and be good against rogues and kitty form druids when they are moving to restealth, I think overall we will find it to be a hinderance rather than a help.

P.P.S On the topic of Command - Take it, especially if you are on a team where you can setup a burst train (Stunned Auto-Crit Command at the same time that your mage shatter combos or the rogue imp Kidney CB Mutilates a target). However the difference in how hard the 2 judgements hit atm is quite small and you will apply more pressure consistenly with Martyr/Blood.

Friday, April 3, 2009

Ok, so recent computer issues aside I have some good news and some bad news.

Bad news first: Display on my laptop (Which currently is my actual only computer) officially died today, so I am replacing it with a CRT monitor for now until I can get a new Homebuilt Machine completed in late may.

Good News: I will still be able to play WoW etc, but it also means that I will be updating here a lot more frequently as I will no longer have WoW to distract me while at school and work.

So expect to see more updates coming soon.

Sunday, March 22, 2009

New Post coming tomorrow morning, been on spring break and haven't had a change to update due to work.

Thursday, March 12, 2009

Twilight Vanquisher WOOT! Pics to come later :D

Tuesday, March 10, 2009

Looking over the current 3.1 notes

Ok, personal stuff out of the way first. ALMOST got Sarth3D down in 10man last night, we all got too excited and the Main Tank died when all we had left was Vesperon and Sarth left. We should get him this next week and get 25m 3D this week too.

Oh and Obsidian Greathelm and Fury of the Five Flights are hot.

Now onto the notes and a detailed look at them Paladins:
Taken from Official WoW Test Realm Patch Notes These are as of 06MAR2009

Paladins:
* Auras will now persist through death and affect a 40 yard radius.
The 40 yard radius part is a nice change, paladins have been complaining about this ever since they saw that MOST auras in game were 45 yards and ours were 30 yards untalented.
* Blessing of Kings is now trainable at level 20. Removed from talent trees.

This alone makes this patch huge as it solves the debate of who exactly in raid HAS to take kings. It's an amazing buff but Paladins have been screaming for this to go baseline for um, ever.
* Hand of Sacrifice: The damage transferred by this ability is now capped by the Paladin’s health.
It's a nerf, however it fits with the general theme Blizzard has now which is to minimize just how much mitigation there is for making raid encounters.
* Forbearance reduced to 2 min duration.
As someone else has said, It will never be moved back down to 1 minute again, but hey 2 minutes is better than 3.
* Sacred Shield: This effect cannot be cast on more than one friendly target at a time.
This sucks for Holy paladins the most, followed by any paladins who arena, but honestly with this change now can Sheath of Light finally affect Sacred Shield. They said in beta they did not want to do it because it would be too powerful. But it's limited to one target now.
* Talents

Holy

+ Aura Mastery: Now makes anyone affected by Concentration Aura to be immune to Interrupt and Silence mechanics and increases the effectiveness of all other auras by 100%. Lasts 10 sec. 2 min cooldown.
Situational, might play around with it a little bit, could have use, especially in pvp saving a partner in a Burst Down. Oh and is it off the GCD, that will be the other big thing.
+ Blessed Hands: No longer reduces cooldowns of Hand spells. Instead, it improves the effectiveness of Hand of Salvation by 50/100% and Hand of Sacrifice by an additional 5/10%.
PvP Nerf, PvE buff to a point when you are dumping Hand of Salv's on your massive threat generating dps. Sacrifice will depend on if it is still capped at your health.
+ Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to Tier 10.
This is going to take a huge hit in pve more than anything. Expect Holy paladins to have to keep up JoW now so that prot can judge justice for their debuff. Druids got some love with this nerf though.
+ Improved Concentration Aura: The resistance to silence and interrupt granted by this talent now becomes active when any Aura is used, not just Concentration Aura.
Buff Overall, both in pve and pvp as you can now pick an aura that the situation calls for,
+ Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to Tier 10.
Everyone is calling this a nerf and I disagree, although you won't have the .8ish second cast times on Holy Light anymore, this makes for a good reason to save Divine Favor for Holy Shock and gives you a nearly on demand forced crit on Holy Light after.
+ Judgements of the Pure moved to Tier 9.
Moving the Tree around so that Holy Paladins in pvp are less likely to go 49/0/22 or 37/0/34.
+ Sacred Cleansing moved to Tier 8.
People take this talent?

Protection

+ Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
See Conc Aura notes above
+ Divine Guardian re-designed: Now increases the effectiveness of Divine Sacrifice by an additional 5/10% and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
I like the talent just for the changes to Sacred Shield, however I am still iffy on Divine Sacrifice as it will most likely cause you to bubble anyway. Nice PvP Mitigation though and Off-tanking Mitigation.
+ Divine Protection: Cooldown reduced to 3 min.
Shorter CD on pally shield wall is always nice
+ New Talent: Divine Sacrifice: Divine Sacrifice: Causes all party/raid members affected by one of the paladin’s auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladin’s max health). Lasts 10 sec. 2 min cooldown.
I am tossed up on this talent. On one hand its going to be really nice for offtanks and raid wide mitigation. But you are still going to have to probably bubble anyway. Does offer another way to break CC on PvP and Mitigate damage, but at a severe cost. I expect this to almost always be popped with Bubble but I will withhold anymore judgment on it until I can play with it a little bit.
+ New Talent: Divinity: Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
In PvE Holy paladins already overheal a lot, however I see ret and prot both taking the talent for heals in during raids and also I see it being a popular pvp talent if you can afford the points.
+ Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled.
As someone else said, why is the paladin spec that DOESN'T arena getting the talent to make Divine Plea unable to be dispelled. In fact, why are they allowing it to be able to be dispelled again to begin with.
+ Sacred Duty rank 1 now increases Stamina by 4%.
This is more of a fix than anything.

Retribution

+ Benediction now affects Hand of Reckoning.
Another fix
+ Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
Same threat reduction however less crit. So this is a sustained and burst dps loss.
+ Repentance no longer resets the Paladin's melee swing timer.
Fix
+ Righteous Vengeance reduced to 3 ranks for 10/20/30%. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
Another sustained dps nerf >:(
+ Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
This also applies to Swift Retribution as well. This is in line with the other aura changes in Holy and Prot
+ Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.
Ok this one has me scratching my head. It was released after Ghostcrawler said that Ret DPS, especially in pve, on the ptr was too low atm. However they have also claimed that Ret Burst is too high. Combined with the Exorcism glyph people in raids at least are going to be pushing 9k+ Exorcisms, so factoring in resil and pvp gear we are still talking about like 6ish since Ret paladins will take this anyway. I am scratching my head over this one.

Oh and while we are at it, can we do SOMETHING, anything to make Crusader Strike more than just a hard hitting attack. I realize that the PTR and Patch itself are not completed yet, however like many ret paladins I would like to see some talents that can actually distinguish a good Ret paladin from a bad Ret Paladin. Right now we just kinda hit everything when its off cooldown and overall it works. Prots at least have to worry about when to pop shield wall etc to mitigate damage and beacon+sacred shield+Infusion of Light bring a lot to the table for holy.

Anyway, I trust that the PTR is not done yet and more changes are coming (I'm looking at you again Crusader Strike), but this is all we have so far. Oh and bring on the Argent Coliseum, i can't wait :D