Librams for the Purpose of DeePeeEss.
ADDED 28.09.2022
ADDED 28.09.2022
Mutterings of Suicidal Zebra at 4:45 pm 10 comments
ADDED:
Ghostcrawler posted a little while ago to say that the hotfix has been implemented. I understand that the US realms have been down for some time so it may not be possible to test it just yet, but report your feedback in the same thread.
--
Just a quickie.
Following some sterling work by testers in this thread it seems that the cause of the Judgement bug (a Judgement failure - mana cost and cooldown triggered but no damage, debuff or 'miss' notification) was narrowed down. It was previously thought that a non-crit Judgement following a critical Judgement was causing the problem, but the following reproducible method was generated which indicated another cause:
I believe I have pinpointed the issue!
I was correct in my thinking that when a debuff wears off while judgement is up it will become bugged out. This happens when ANY debuff from ANYONE wears off when you have a judgement on the target.
Here is what I think is happening:
Target has X debuffs on it
You use Judgement of Wisdom, which is now debuff position [X+1]
Target loses 1 debuff, moving Judgement of Wisdom to position X
You use Judgement of Wisdom, which tries to refresh buff [X+1]
Debuff [X+1] is not Judgement of Wisdom, Judgement of Wisdom fails
It seems like its a simple pointer error. Hope that helps!
Edit:
I failed to mention that this in fact DOES include other players debuffs. Like a warlocks haunt could fall off of the boss and suddenly all the judgements cant be refreshed. I hope this gets fixed soon!
Also, This has NOTHING to do with if judgement crits or not. I've tried having a target lose 2 debuffs and then use HoJ then Judgement of Command, and it still failed.
(Source - Ralcour of Maelstrom US)
Okay, we think we have been able to isolate this bug and put in a fix that prevents Judgements from failing any longer. Assuming a little more testing supports this conclusion we plan on hotfixing this.
Sorry you had to endure it for so long. :(
Mutterings of Suicidal Zebra at 12:29 am 2 comments
Update 3: Item updates on the latest PTR build.
Glyph
* Glyph of Flash of Light - Your Flash of Light has an additional 5% critical strike chance. (Old - Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.)
* Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 20 yards of the initial target. (Up from 10 Yards)
* Glyph of Hammer of Wrath - Reduces the cost of Hammer of Wrath by 100%. (Old - Increases the range on Hammer of Wrath by 5 yards.)
Items
* Libram of Reciprocation now gives Your Judgement of Command spell a chance to grant 173 critical strike rating for 10 sec. (Old - Haste Rating)
Paladin Notes:
Skills
Protection
* Divine Protection The penalty has been removed.
* Divine Shield The penalty has been changed so that all damage done is reduced by 50% in place of an attack speed penalty.
* Hand of Protection now Cannot be targeted on players who have used Avenging Wrath within the last 30 sec sec.
* Avenging Wrath now Cannot be used within 30 sec sec. of being the target of Divine Shield, Divine Protection, or Hand of Protection.
* Hand of Reckoning(NEW): Available on trainers at level 16. It’s a 30 yard range taunt that causes Holy damage.
Retribution
* Judgement of Wisdom now give each attack a chance to restore 2% of the attacker's base mana. (Old - 1% of the attacker's maximum mana)
* Judgement of Light now also procs from ranged attacks.
* Seal of Blood now deals 27% of normal weapon damage. (up from 22%)
* Seal of the Martyr now deals 27% of normal weapon damage. (up from 22%)
The Seal of Blood/Martyr changes are both tooltip clarifications. The 22% value never made it to Live; it has been 27% since 3.0.1 hit the servers.
Talents
Retribution
* Seal of Command now Gives the Paladin a chance to deal {0.45*Min Weap Damage+0.45*0.23*SpellPower} to {0.45*Max Weap Damage+0.45*0.23*SpellPower} additional Holy damage. (Old - Didn't scale with Spell Power)
*Vengeance now stacks up to 5 times. (Up from 3)[I don't normally make retroactive changes to these sorts of posts, but as this is such a big change I guess it's warranted. Vengeance, as of PTR build 9464, once again only sstacks 3 times.]
There is some doubt over whether the SoC change is tooltip or a real change. Smart money is on it being a tooltip change. As the Vengeance change is undocumented you should be aware that it may be 'un-buffed' at any time. Hopefully this won't be the case, but it is a PTR after all.
Holy
* Judgements of the Pure now Increases the damage done by your Seal and Judgement spells by 5/10/15/20/25%, and your Judgement spells increase your casting and melee haste by 3/6/9/12/15% for 1 min.
Protection
* Sacred Duty no longer reduces the attack speed penalty on Divine Shield and Divine Protection. Rank 2 now increases total stamina by 8%. (Up from 6%)
--
* Glyph of Holy Light now affects friendly targets in a radius of1020 yards (previously 5 yards, see top).
(Source)
Mutterings of Suicidal Zebra at 1:43 pm 5 comments
In random real-life news, my freezer just died after being on what appears, in retrospect, to have been its last legs for the past week. According to the engineer getting replacement parts for one 10 years old would cost far more than a totally new one, which in today's increasingly disposable society I can readily believe.
It's not the ideal time, but it could be worse. It could have been during mid-summer, or a couple of weeks from now, but it's going to be around 3-4 days before anything starts to go off and there's plenty of time before the pre-Christmas madness.
So, why is this topical for a WoW-Blog? Well, it's my WoW-Blog for a start, but it also means that I'll probably have to continue to defer my purchase of Wrath for a bit. Because I'll be very much out of the loop with regards to WoW and my own experiences becoming continually less relevant I'm considering stopping blogging, for a little while at least.
I've got one more post on Libram's and Meta Gems due at some point this weekend, but don't be too surprised if you don't see much in this space after that ;).
Anyway, this post if a bit of a downer, so here is a cool astronomy link:
Smiley Face in the Sky.
Mutterings of Suicidal Zebra at 12:40 pm 2 comments
Like: Haste provided by a group buff. Free for everyone... who cares if someone gets more benefit than someone else?
Example: Swift Retribution.
Don't Like: Haste on Tier Gear. Autoattack is a significantly lower proportion of DPS with Wrath mechanics than at any time during TBC and so Haste is awful.
Example: Paladin Tier 7-10 and 7-25.
Haste - Just Say NO!
Mutterings of Suicidal Zebra at 7:17 pm 8 comments
Because it deserves it's own post. After 4 years, two expansion releases, many class revisions and countless forum posts, it's finally on its way:
Ghostcrawler:
[..]
The taunt is called Hand of Judgement. It has a 30 yard range and 8 sec cooldown. It does a bit of Holy damage so that you can break sheep or freezing traps to pull mobs.
[..]
(Source)
Mutterings of Suicidal Zebra at 9:24 pm 8 comments
Updated:
I made some clarifications to my initial post.
You can use Hand of Protection during the internal cooldown, just not on yourself. The idea is to prevent the paladin from being able to combo damage immunity. We want you to still be able to use it on others.
The change to Judgements of the Pure is in addition to its current haste effects.
The taunt is called Hand of Judgement. It has a 30 yard range and 8 sec cooldown. It does a bit of Holy damage so that you can break sheep or freezing traps to pull mobs.
The change to Judgement of Wisdom was so Protection and Ret paladins (and Feral druids and whoever else) didn't feel like they were supposed to stack Int for mana, since there is none on their gear. We picked a number that shouldn't be a nerf to most Holy paladins, though it will mean that it won't keep scaling as your Int climbs, so I imagine it will be called a nerf anyway. :) We'll keep an eye on this -- perhaps adding an effect to a Holy talent or something to increase the return.
(Source)
We have already announced or suggested all of these changes would be forthcoming in the next minor content patch. I thought I would list them all in one place for ease of use.
1)Divine Shield: Penalty changed so that all damage done is reduced by 50% instead of a attack speed penalty.
2) Divine Protection no longer causes an attack penalty. Divine Shield's penalty was changed to 50% less damage done by the paladin.
3) Sacred Duty: This Protection talent no longer affects the attack penalty of Divine Shield and Divine Protection, but grants additional bonus Stamina.
4) Avenging Wrath, Divine Shield, Divine Protection, and Hand of Protection have a shared, 30-second cooldown. The Forbearance effect is no longer triggered by Avenging Wrath.
5) Judgement of Wisdom now returns a percentage of base mana instead of a percentage of max mana.
6) All mana drain effects now return a percentage of max enemy mana (making mana drains less punishing to paladins and other characters without large mana pools.)
7) Judgements of the Pure: This Holy talent now increases the damage done by Seals and Judgements.
8) All paladins receive a single-target taunt (name TBD) as a base ability.
[list edited by me so the Divine Shield change is included](Source)
Mutterings of Suicidal Zebra at 9:31 pm 10 comments
It's good to see that the Dev's aren't resting on their laurels with the release of Wrath and patch 3.0.3:
TLDR---> Avenging Wrath suggestion to put it on a shared 30 sec CD with Divine Shield was a great one and would make everyone happy and prevent the bubblewings crap...lets do it!
That last part is still the plan.
There are limitations to what we can hotfix. Those are essentially server-side changes. Changes to your client require an actual patch. Patches, sadly, are much more difficult to do. That doesn't mean it isn't important to us. It just means we have to test patches very thoroughly. Breaking everyone's WoW is almost always a lot worse than whatever bug or issue we were trying to fix.
We will patch this before the first major content patch (Ulduar AKA 3.1).
(Source)
There are several similar threads on Prot paladin issues so forgive me for only responding to this one. My thanks also go out to other players who have tried to respond here.
I will comment on a couple of things --
Righteous Defense -- We're not sure yet if we want to change this ability (possibly through glyph) or just add a normal taunt (for free -- not the 11 point talent). Both designs have their advantages.
Health -- While I do think the "huge differences" between warrior and paladin health pools are a wee bit exaggerated, we do have an opportunity to provide paladins with a little more health when we change Divine Protection and Divine Shield. The benefit of Sacred Duty to remove the attack speed penalty will be unnecessary with this change, so we thought we might add additional Stam to this talent instead. (The cooldown could stay the same.)
We're keeping a close eye on tank performance in general as players start to run the Northrend instances.
--
We'll look into the JoL issue. (meaning that JoLight may be unintentionally inflating Paladin Threat, presumably for both Prot and Ret).
--We have no fallback taunt, and we can not taunt mobs or bosses. We can only taunt the players. Here is an example that happened to me just a little bit ago. I was tanking Brutallus, and when I hit my RD to take him back from the other tank..at that moment he targeted and cast burn on someone and then went back to targeting the other tank. This blew my RD as it cast it on his burn target not the other tank. So I could do nothing about it as we have no fallback taunt until my cooldown came back.
We think this is one of the strongest reasons to go with a new ability – paladins don’t have a ton of snap aggro abilities at the moment. We're working on something now but it's too early to announce it yet.
(Source)
Mutterings of Suicidal Zebra at 1:37 am 0 comments
Online game pricing. It's a dark art poorly understood by mortal men, and based in a world where the rules of logic don't seem to apply. I speak not of the WoW Auction House where Cobalt may be on for 1000g a stack, nor eBay where the prices is the ever troubling £0.01 (reserve not met), but rather of the Online Pricing of Wrath of the Lich King itself.
I greeted the news of a new online purchase option for Wrath direct from Blizzard with some interest. Always looking to save a few bucks I checked out just how much it would cost me to get it direct from Blizzard expecting a competitive price, if not a bargain. Here is the relative pricing:
Play.com: £17.99, free P&P.
Amazon.co.uk: £17.99, free (sloooow) P&P.
Direct from Blizzard: £29.99.
Okay, I know to a certain extent you're paying for the convenience. But that is all your are paying for, you don't get any of the additional bumpf that a retail box comes with, simply an e-mail with a CD-Key. A 67% mark-up seems a bit much for not waiting 24hrs one week after the Expansion has been released. Perhaps I'm old-fashioned, but I wouldn't expect to pay more for a slip of paper than for DVD+Case+Manual+slip of paper.
So if you are planning to get a second copy of Wrath for your second account, or if you haven't got the Expansion yet and are looking for deals, look elsewhere than from Blizzard direct.
Mutterings of Suicidal Zebra at 12:31 am 0 comments
The last set of my Beta screenshots (at least, those that I want to share ;).
I've mentioned this guy before, but he's impressive enough to warrant a second look.
Sholazar Basin. Or at least, a very small portion of the area. As the map indicates the terrain is more varied in this zone than any other bar perhaps the Dragonblight.
The Spires of Dalaran. Check out how to get there earlier than lvl74 here.
Mord'rethar in Icecrown. Viewed East to West.
Mord'rethar in Icecrown. Viewed West to East.
Mutterings of Suicidal Zebra at 1:51 pm 0 comments
Here is the second part of 'Sights to See in Northrend'.
An excavation site in The Storm Peaks, unearthing what appears to be a monstrous statue, or perhaps something more.
Silently, they wait. We know not what for, only that their eyes always watch. You feel nervous but you can't quite put your finger on why...
Venture Bay in the Grizzly Hills, viewed from the South.
Venture Bay, viewed from the North-East.
Bear Calvary. Weak against Frost.
Mutterings of Suicidal Zebra at 1:30 pm 0 comments
I just thought it would be a nice idea to throw up the last of my Beta screenshots to show you some of the environments you can look forward to in Wrath of the Lich King (and some you may have already seen!). The screenshots were all taken in 1680x1050, and some with the graphical settings turned all the way up (making my modest PC creek ;) ). Feel free to use any you like.
The Temple City of En'Kilah in the Borean Tundra.
Rapids in Western Dragonblight.
Ley-Line to the Nexus, Western Dragonblight.
View down from Utgarde Keep, towards Valgarde (on the right).
Inside the Transitus Shield, the Coldarra.
Mutterings of Suicidal Zebra at 1:25 pm 0 comments
Unfortunately, due to circumstances well within my control but not solved nearly early enough, I'm not going to be off to Northrend until at least the beginning of next month. I kind of had an inkling that this would be the case some time ago, but because I'd spend quite a while in the Beta I had hoped that I wouldn't think it that big a deal.
With all my friends now kicking it in the Fjord or Tundra I've come to a realistaion: it kinda is :(
Anyway, as a kind of compensation I finally obtained an Albino Drake for my Paladin. I know, Alex will be saying 'months behind', but I think a few weeks to go from 5 mounts and no exalted home factions to 50 mounts, all without the benefit of any flavour of Netherdrake (I'll hit exalted tomorrow... bloody lack of Egg luck), isn't so bad at all.
So, those people who have had the chance to grab Wrath today or will do so this month, have a blast and spare a thought for those not able to get in there yet. And to those who won't be able to play WotLK for the foreseeable future, know that you are not alone.
Mutterings of Suicidal Zebra at 9:28 pm 4 comments
Yep, it was actually up quite a bit before little before 12am CET.
If you're going to be in Northrend tonight: have fun!
Mutterings of Suicidal Zebra at 10:40 pm 3 comments
Just a quickie.
I've been trying to articulate a long post explaining how, though not everything has gone our way during the Beta period, one of the features of the 3.0 Paladin we can take to the bank is a better framework for any future class augmentations. It perhaps doesn't feel like it but we have more active abilities now than we ever did in the past, and with active abilities comes a scope and opportunity for targeted class improvements for specific areas of the game. This is especially the case for Protection, but also for Ret and lesser extent Holy. Simply having three different Judgements on a shared cooldown opens up many options previously closed due to a very rigid Seal->Judgement system, and the same can be said for the new Blessing/Hand system.
While Glyphs can and arguably should be the medium for these changes (if other class glyphs are anything to go by, WTB ones which add functionality), talents or plain skill improvements are also routes to improve the Paladin experience. Skill and talent interdependence has greatly reduced, mostly because of the decoupling of Seals and Judgements, which allows the designers to create much more intricate features. Seal scaling is the one major lingering issue, but multiple answers to this are so absurdly simply that one wonders if a lack of time is a big factor.
While it's perfectly natural for us to be disheartened by the nerfs of the last few weeks (and the rational behind them) we shouldn't lose sight of the very real improvements to the class developed over the last few months. While these improvements may not make a huge amount of operational difference to the class as we get towards the level 80 end-game, primarily because of changes to wider game mechanics such as downranking and raid-wide buffs, it at least provides us with a basis through which we can now target class roles and specific actions for PvP/PvE.
The big problem of course is that change will be slow, any Ret Paladin who played that way in 2.0.1 knows this. Nerfs are implemented fast, buffs are much slower. And at least now, with very little Paladin specific utility and much more utility for the 'pure' classes, any weakness in the specs primary will be immediately obvious and unjustifiable.
--
Okay, so that's still not particularly well articulated, nor very quick. It also won't be much of a bone to throw to hardcore Paladins looking for immediate Arena and Raid viability if there turns out to be a shortfall at 80. But I put it out there as a means of generating some hope and positive expectation after a few weeks of nerf after nerf report. If you liked playing the Burning Crusade then pick up Wrath and give it a go. You'll almost certainly enjoy the lore, and may be pleasantly surprised by just what you are capable of. And, if you're anything like me, you'll love continually busting your friends' expectations of what one Paladin is capable of.
Mutterings of Suicidal Zebra at 2:50 am 2 comments
The Wrath of the Lich King pre-Launch Event is starting, and things don't look good for Orgrimmar.
This probably wasn't a good time for Thrall and Garrosh Hellscream to attempt to kick seven bells out of each other.
Stormwind isn't immune to the Lich King's might:
For more check out MMO-Champion. Or alternatively Euripedes' post at CriticalQQ.
Mutterings of Suicidal Zebra at 3:00 am 3 comments
Ghostcrawler on the 'stealth' nerf to the talent Sanctified Wrath.
Sanctified Wrath is not giving us the "bypasses 50% of damage reducing effects" effect when we pop AW. It hasn't been since the 3.0.3 patch. Can we please get a response on this GC?
We think we accidentally broke this effect. It wasn't an intentional nerf, but we're still looking into it.
--
Update: We did break it. We should be able to hotfix this soon.
---
Seriously, we are strongly considering letting Vengeance stack up to 5 stacks (perhaps for more points) to make sure sustained damage is still good enough. We may still add a secondary effect to Crusader Strike too. Burst is certainly easy to add if we need to, though I really hope we don't have to
Mutterings of Suicidal Zebra at 11:27 pm 3 comments
Update 2:
So, I'm up late watching the US Presidential Election. Crawling Bluetracker I come across this hilarity which apparently made it to live. I hope you weren't expecting to learn your Charger at 61 just yet without doing the quest:
'Expert' Riding skill is 225, or entry level flying. :D
Update:
One thing you may not be aware of or have just noted: the PvP 4-piece bonus change is in 3.0.3. 10-sec off HoJ's Cooldown is out, the new 1-sec off Judgement Cooldown is in.
Yeah, I know, it's not great. But even I can admit that the prospect of a 20-sec HoJ cooldown at lvl80 would be overboard for PvP.
--
Ghostcrawler provided an update of their thinking on the changes to Avenging Wrath, which is nice. Thanks to Josh for the heads up.
Our eventual plan is to put Divine Shield on a shared 30 sec cooldown with Avenging Wrath. We also plan on changing Divine Shield's attack speed penalty (which isn't really much of a penalty) and have it apply to all damage done while the bubble is up.
Divine Protection would no longer have the attack penalty, but since Prot paladins typically talent out of that penalty, it won't have a big effect on tanking (though obviously that talent would need to do something slightly different).
All of this assumes that preventing AW from being used with DS actually makes the Ret tree a little more balanced. We'll need to monitor that a little bit longer first.
We are going to go ahead and change the mana drains to a percentage of mana so that Ret paladins don't lose so much larger a percentage of their mana than casters with 15K mana.
Mutterings of Suicidal Zebra at 10:50 pm 3 comments
MMO-Champion believes that the new patch is due to come up tonight on Live Realms in the US and tomorrow night in the EU. With this patch Live should 'catch up' to Beta in terms of the changes, but bear in mind that the Beta is still not without its errors in tooltips and mechanics.
See this post for the current paladin patch notes including undocumented changes, or read the whole datamined tooltip list at MMO-Champion. I could repost the list of changes but I don't see the point, the vast majority are tooltip changes or have already been hotfixed to live. Most importantly the Righteous Vengeance change has finally been implemented; on the other hand Judgement of Wisdom will return significantly less mana than it did with 3.0.2. And I mean significantly.
The most recent hotfix changes will still apply, but tooltips won't have been updated yet. Additionally, in theory Seal of Blood/the Martyr will be de-nerfed to around 95% of its previous value in terms of DPS. Which previous value they mean is anyone's guess but will probably require some testing to find out tomorrow/Wednesday. This should again make SoB/M the undisputed DPS Seal rather than it being nip and tuck with SoCommand.
Mutterings of Suicidal Zebra at 2:52 am 5 comments
Warning: Long rant ahead.
Forbearance. It deliberately restricts the use of abilities rather than open up options for their use, which is why I've never liked it as a mechanic. It was first brought in to deal with a PvE rather than PvP problem: chaining BoP's together in certain encounters made them trivial (I seem to recall the nerf being discussed in conjunction with Blackwing Lair encounters), long before Arena's were mooted. A single Paladin chaining BoP and DS in PvP, primarily to defend nodes in AB and AV, was both powerful and overestimated at a time when Shaman and Priests didn't hotkey Purge, but never really resulted in an outcry. Still, they linked Forbearance to DS aswell as BoP, and so with a 1min Forbearance effect we had the situation up until 2.0.1. Not a big deal it has to be said as you really should be throwing out BoP on your allies, not yourself.
With 2.0.1 two new abilities were introduced which altered the equation somewhat: Avenging Wrath and Mass Dispel. Avenging Wrath caused and couldn't be used whilst under Forbearance, Mass Dispel removed Divine Shield when previously it couldn't be (Counterspell went some way to negating DS in PvP against Healing Paladins). Unfortunately this meant that in PvP Avenging Wrath couldn't be used until at the earliest 1 min after Divine Shield, and only in PvE fights where DS wasn't useful. A 1 min duration however wasn't the end of the world. More annoying perhaps was BoP and AW being Purged or Spellstolen leaving you with a pretty high opportunity cost, the benefits of which could be erased in less than a GCD.
Kalgan had this to say about Mass Dispel and Divine Shield two years ago:
I don't know that you can necessarily call it negated
- It has a 1.5 second cast time, which means you have plenty of time to stun them as they cast Mass Dispel. It also means any other friendlies have an opportunity to interrupt it.
- Casting Divine Shield would still get you out of any form of crowd control and remove any debuffs, even if it got dispelled after the fact.
- You're talking about 1 of 9 classes that can counter it.
- Using your words, if it's "already on a 5 minute cooldown", then that implies to me that you've already learned to survive without it most of the time. :0
- It costs the priest a substantial chunk of mana, so it isn't something they can throw around carelessly.
We are looking at some way of making Avenging Wrath and Divine Shield mutually exclusive. This may be through Forbearance, if we can reduce the Forbearance duration through a hotfix. The bubble is intended as a defensive measure. Yet bubble+wings currently is used a lot in BGs and Arenas and helps contribute to the feeling of being destroyed by a Retribution paladin while you are unable to respond.
Change Hand of Protection so that it may not be used on yourself, similar to Hand of Sacrifice. Forbearance to remain a part of HoP to prevent chain-immunity in PvE/P. Remove the Forbearance Debuff completely from Divine Shield, Divine Protection and AW. In PvP it gives away to the opposition a means tracking vulnerability when their should be using their own skill to do so, and has zero value in PvE. Cause DP and DS to incur a 30 second cooldown to each other. In PvE this would have a limited effect, in PvP it means they can't be used back-to-back but can both be used in the same fight (like CoS and Evasion can both be used). If Paladins are a defensive class, and don't have offensive abilities like intercept/MS/interrupts etc, it's time we started having the label pay off. DP can be Purged remember, so it's not exactly uncounterable. Right now, Warriors in PvP are both a more defensive class and have more offensive abilities. Cause Divine Shield to reduce damage caused by 20%, negating the worry of AW+DS. Paladin Burst with both DS and AW popped will remain less than a non-DS Paladin, which by now should be easier to cope with at lvl70 and 80. If there is an issue with Paladins doing any sort of damage whilst invulnerable then reduce damage by 50%; still doing some damage though is necessary (to remain a minor offensive threat, interrupt flag caps, etc). Let any Paladin use AW whenever the hell they want, 3 (2) minute cooldown permitting. It's purgeable for gods sake.
We are also sympathetic to the notion that if Ret can't do insane burst damage, that the spec might need other tools to be viable in PvP. We're exploring this now, possibly though the missing 11-point Prot talent, possibly through other avenues. We'll let you know when we've made a decision here.
Mutterings of Suicidal Zebra at 2:50 am 1 comments
UPDATE:
Two other hotfixes that Ghostcrawler didn't mention. Judgement of Justice now lasts for 10 seconds in PvP, and the Sanctified Wrath talent in Retribution no longer allows 50% of damage to bypass absorption effects (in fact, it allows none).
--
Ghostcrawler:
I'm attempting to post this early since the Ret community felt totally surprised last time.
We are looking at some way of making Avenging Wrath and Divine Shield mutually exclusive. This may be through Forbearance, if we can reduce the Forbearance duration through a hotfix. The bubble is intended as a defensive measure. Yet bubble+wings currently is used a lot in BGs and Arenas and helps contribute to the feeling of being destroyed by a Retribution paladin while you are unable to respond.
My apologies to the Ret paladins who already feel picked on. We are really trying hard to not overdo anything but even the last round of pretty severe nerfs didn't seem to do enough to Ret's dominance of PvP.
We are also sympathetic to the notion that if Ret can't do insane burst damage, that the spec might need other tools to be viable in PvP. We're exploring this now, possibly though the missing 11-point Prot talent, possibly through other avenues. We'll let you know when we've made a decision here.
I don't know exactly when this change will go live, but I didn't want you to return from trick-or-treating and be shocked that we didn't announce it, since that seemed to cause a lot of damage with the last nerf.
I'll leave this post unlocked for now, assuming the responses stay intelligent and we don't get too much flaming or trolling.
NOTE: The hotfix will be on Live and the beta.
(Source)
Mutterings of Suicidal Zebra at 2:11 am 13 comments
With the new Live Patch finally properly installed I decided to take Jana out for a stroll around the Scourge Invasion, Halloween Event and (of course) some Ret PvP.
One of the Achievements that I regret never being able to accomplish on my original Human Paladin is obtaining the Tabard of the Argent Dawn. I'm not exactly sure why I didn't get it, I may have been taking one of my many breaks or switched mains to my Rogue. The latter would also explain why said Rogue has a Tabard of the Protector and the Pally doesn't. So I'm pretty happy to have now got it on my Belf Paladin, and I may see if I can scrape 18 Runes on my original Paladin before the Event ends.
I finally got around to raising my Horde Reputation high enough to gain the Ambassador title. It wasn't nearly as tough as it used to be, clearing out the starter zone quests and Runecloth turn-ins did the trick. Argent Dawn rep was also raised to Exalted, though that was mainly a by-product of my many Strathholme runs in search of Lightforge and the Barons Mount (the latter of which was unsuccessful thus far).
I obtained the 'Jenkins' Title too before Shield-hearthing and leaving my hapless friends to deal with hundreds of additional whelps. I'm a bad person, really I am. So Jana is now known as 'Jana Jenkins': mild-mannered Ambassador by day, by night whirling dervish of destruction as she takes on the identity 'Madame Hammer'. (No relation to Captain Hammer).
Which brings me to PvP. God, how much more hectic is it now than in 2.4.3? Arcane Mages are nasty as heck, Boomkins really make things go boom and Ret Paladins are Juggernauts confident in taking out any class 1v1 so long as they have DS off cooldown. But... the old truisms still apply: you have to be very careful of Warlocks as they can fear-lock you from 100%-0% pretty easily; Good Hunters still know how to kite; Rogues are pesky annoying things who can eat clothies for breakfast, etc. It's very much got the flavour of 1.12 PvP all over again, when Burst Damage ruled and when Resilience was announced everyone thought it was a dump stat.
I've topped the odd AB and WSG in KB's before the patch, so doing well post-patch didn't really surprise me. Picking your battles is a major part of fighting for success on the scoreboard, communication the other part of the formula for actual Battleground victory. And in a PuG communication isn't exactly forthcoming, no matter how many times I spam 'Inc. LM' in chat. But, defeat in any battleground is the very definition of a Pyrrhic Defeat: long, bloody and essentially meaningless in outcome because it has no lasting impact. You've lost simply in the act of playing, so you may as well enjoy it. And when enjoying it you can rack up some pretty hilarious results:
Of course any class can top tables like this given a little luck, and it's no indication of skill, but it's damn fun. And, it should be noted, Horde lost. Badly. Perhaps even whitewashed. But we didn't half go down fighting.
I'll be trying some Arena PvP over the weekend and seeing just how well a Ret/Mage team can do. As a benchmark I reached ~1575 in Season 4 doing the regulation 10 games a week, partly due to meeting a lot of Warrior/Druid S3 resets and partly because I'm not particularly good at PvP.
Finally, gosh Heroic Magister's Terrace has been nerfed. And even nerfed, it still won't cough up a Shard of Contempt for me :/.
Mutterings of Suicidal Zebra at 1:11 am 0 comments
Just posted on the Beta forums
We are going to hotfix the nerfs to Judgement of the Wise (from 33% to 15%) and Seal and Judgement of Command (down 20% damage) to live. We need to start getting more testing on these changes right away to see what they do to Retribution in PvE and PvP. We still intend to lower the damage of other Seals and Judgements (except one - see below), but to hotfix those requires touching a lot more data so we think that change can wait for the 3.0.3 patch on live.
We are also hotfixing the beta to return Seal and Judgement of Blood and the Martyr back up to 95% of where the used to be. Live will just never get the nerf to these abilities at all. Hopefully this will compensate PvE Retadins for relying less on more expensive AE abilities that risk putting them out of mana.
To summarize:
Live (3.0.2 build) -- Judgement of Wise change, Seal and Judgement of Command change.
Beta (3.0.3 build) -- All nerfs already active, but Blood and Martyr un-nerfed.
Next Live patch (to 3.0.3 build) -- Catches Live up to Beta. I can't give you an estimate for 3.0.3 on Live yet, but it will be before Lich King goes live on Nov 13.
(Source)
Mutterings of Suicidal Zebra at 12:38 am 11 comments
Originally Posted by Redcape on the EJ Forums, Retribution Paladin thread:
I have discovered something quite humorous. When updating things in my spreadsheet I decided to go and calculate the value of Int. With 100 Int you get 14.6 mana / sec, which is worth about 90 dps if you are dumping that mana into consecrate.
The only other stats we have that produce that much damage per 100 points are Str and Hit. Every single other stat is worse for dps. So assuming you manage to need more mana, the best stats you can stack in order are:
Str
Hit
Int
Exp
Crit
Agil
Yes, Int is better than Expertise, Crit and Agility. If you already have enough mana to do a complete rotation anyway (which unless you are using exorcism or HW, you do) this doesn't really apply. There isn't a good way to use your excess mana if you are already Consecrating, but in a situation where you find you are mana shy, stacking Int is an excellent source of dps. If you need mana to fuel other abilities that are more efficient than consecrate Int is actually a better stat than hit, and by a substantial margin.
How amusing.
Mutterings of Suicidal Zebra at 4:06 pm 3 comments
The Official Paladin Forums have imploded, Elitist Jerks' Paladins are in a state of shock, Retpaladin.com are belligerent and Paladin bloggers everywhere from angry to disconsolate. What a difference a patch makes.
It'd be very easy for me to fly off the handle in this post, but I will resist doing so. Instead I'll endeavour to remain as informative as possible, so without further ado let me introduce you to the new Righteous Vengeance.
The closest analogue in the game to this effect is the Mage talent Ignite, and like Ignite the impact of it depends very much on the strength of your Judgments/Divine Storms and your crit rate. Damage ticks every 2 seconds, serving to smooth out DPS vs the previous incarnation of Righteous Vengeance.
Like Ignite, the damaging debuff rolls, though this was less of an issue given the relatively long cooldowns on the abilities. Here's the math behind this mecahnic:
Example:
Say your Judgement crits for 3000. 40% of this is 1200, and so every 2 seconds after this the RV debuff will tick for 1200/4=300 damage.
Now let assume a Divine Storm crits 5 seconds after the Judgement for 2500. 40% of this is 1000 damage. However there is still 2 ticks of the previous RV effect left, so this damage is rolled into a new RV debuff. The new debuff ticks for (1000+300*2)/4 = 400 every 2 seconds. The combat log would look something like this:
<0:00:01> Your Judgement Hits Kobold for 3000 Holy (Critical)
<0:00:01> Kobold is afflicted by Your Righteous Vengeance
<0:00:03> Kobold suffers 300 Holy damage from Your Righteous Vengeance
<0:00:05> Kobold suffers 300 Holy damage from Your Righteous Vengeance
<0:00:06> Your Divine Storm Hits Kobold for 2500 Holy (Critical)
<0:00:06> Your Righteous Vengeance is Refreshed
<0:00:08> Kobold suffers 400 Holy damage from Your Righteous Vengeance
<0:00:10> Kobold suffers 400 Holy damage from Your Righteous Vengeance
<0:00:12> Kobold suffers 400 Holy damage from Your Righteous Vengeance
<0:00:14> Kobold suffers 400 Holy damage from Your Righteous Vengeance
<0:00:14> Your Righteous Vengeance fades from Kobold
Mutterings of Suicidal Zebra at 2:26 am 5 comments
Official SitePatch 4.0.3: After The Cataclysm
Beta Graphical Tweaks Thread
World Of Raids UI Enhancement Overview
Level 85 Combat Ratings Look-up
Elitist Jerks Retribution 4.0.3a Discussion ThreadCurrent PTR: 4.0.6
Antigen's Retribution-101 @ Haz Mace Will Raid
Retribution Tradeskill Breakdown
Official Patch NotesOther Cataclysm Content
Paladin Changes and My Analysis
Archaeology PrimerOfficial Info:
Under Development Page
Live Patch Notes (Currently 4.0.1)
© Blogger template 'Ultimatum' by Ourblogtemplates.com 2008
Back to TOP