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Baby Emmy is BORN!

Fjork — Sun, 04/05/2009 - 09:13

So Friday night I went to Jayel's 10man Raid.  My beautiful wife, knowing how much I enjoy Raid, and thinking she was having another set of Braxton Hicks waiting until 2am to come tell me "Okay Honey, we need to go to the hospital."

Wasn't that sweet of her?  An epic AND a legendary both in one day!  [Slayer of the Lifeless] dropped, and [Baby Emily] came too!

[Baby Emily] is a legendary creature of imense proportions!  She weighed in at 5 lbs, 8 ozs and was a full 18" long!

She definitely got her fingers and toes from me, as they look like long-sticks, but thankfully she got my wife's nose instead of the Leverington nose.  (Those of you who have met Carno in person know what I'm talking about.)

I don't have my USB cable with me right now, but as soon as I get home Monday (or, when it is brought to me today) I'll be posting some pictures!!!!

 

So how many is that for the guild in the last year now?  Six?  Eight?  ....ten maybe?

 

And they say gamers/nerds never get any.

 

*dodges flying spells from Leighann*  NO!  I'm serious!  As soon as I have pictures I'll post them!!!  :-)

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Tankadin in Wrath - 3.1 - Weapons and Armor

Fjork — Fri, 03/20/2009 - 14:47

 

Weapons and Armor
 
Due to the massive load-times for my T1 internet connection with all of these weapons and armor embedded I have decided to post them all as web-linked directly to wowhead.com instead. 
 
As a shield-bearing tank with a +30% Block spell that last for 10 seconds on an 8 second cooldown, you should be gearing almost exclusively for Block Rating before Dodge or Parry. It’s actually possible after Armor Mitigation and Block Value to drop the average 15,000 hit down to a manageable 2,000 or 3,000 damage every single time. Your healers will thank you.
 
Look for a page soon dedicated solely to Block, and what uses a Tankadin can take out of it, and how to best maximize it’s effectiveness.
 
As a warning though, you cannot block Hatestrikes from Patchwerk and a few other attacks throughout WotLK. So if you are going to build your “Block Value” set (Block Value <- Strength <- Block Rating <- Dodge <- Parry <- Expertise) you will need to be building a second set at the same time for Patchwerk type fights or your healers will run out of mana very quickly if they can keep you alive.
 
While gearing, be aware there is such thing as a ‘Block Cap’. (See Elitist Jerks for more info until I can build an article.) Each of the following gear items is ranked based on available avoidance. There are diminishing returns on Parry Rating and Dodge Rating. There is also a Block Cap. If there are articles here, read each thoroughly to determine how that might affect your next upgrade which may not be an actual upgrade.   You never know until you really look at the numbers.)
 
·          The Weapon
o         Things to Consider
§          As a Tankadin, the most Threat-Per-Second available to you will come from weapons which have very high dps and/or very high strength.
§          Every 2 points of strength will award a point of additional damage to each Shield of the Righteousness. 
§          Hammer of the Righteousness formula is ( DPS * 4 ). So for TPS, [40345] is preferred over [39344].
§          Just because it isn’t a ‘tanking’ weapon doesn’t mean it can’t have a use for you, especially on trash mobs or low-hitting bosses. For example, the [Hailstorm] and [Torment of the Banished] both have a very nice amount of agility and attack power for crit rating and HotR dps. Your Shield of the Righteousness will suffer on block value, but for trash, multi-mob fights (Gothik), or weak bosses (Loatheb) both of these swords will help your contribution to the raid by keeping avoidance (dodge through agility) and doing more overall dps.
o         Raid-Progression
§          Hammer of the Quiet Mourning
§          Infantry Assault Blade
§          Red Sword of Courage
§          Teldrassil Protector / Axe of the Sen’jin Protector *NEW in 3.1*
§          Slayer of the Lifeless
§          Broken Promise
§          Stoneguard *NEW in 3.1*
§          Legacy of Thunder *NEW in 3.1*
§          Shiver *NEW in 3.1*
§          Last Laugh
§          Titanguard *NEW in 3.1*
§          Sorthalis, Hammer of the Watchers *NEW in 3.1*
 
·          The Shield
o         Things to Consider
§          Your shield will be rarely upgraded through Wrath. There are only a few. Spend the time to get a good one, and enchant it well. I would recommend +20 Defense Rating. Once your progression starts building, Defense Rating will be harder and harder to maintain.
§          Don’t waste your money having a Titansteel Shield Wall crafted (like I did). The Royal Crest of Lordaeron is much better and Heroic Culling of Stratholme is a very easy instance. Not to mention with 35 emblems (after your neckpiece and libram) you can purchase Crygil’s Discarded Plate Panel as well. Purchasing the Titansteel is definitely misplaced money.
o         Raid Progression
§          Titansteel Shield Wall
§          Royal Crest of Lordaeron
§          Crygil’s Discarded Plate Panel
§          The Skull of Ruin
§          Barricade of Eternity
§          Hero’s Surrender
§          Shieldwall of the Breaker *NEW in 3.1*
§          Northern Barrier *NEW in 3.1*
§          Wall of Terror
§          The Boreal Guard *NEW in 3.1*
 
·          The Helm
o         Things to Consider
§          Your helm won’t really be upgraded that often, and the [Tempered Titansteel Helm] is not a bad investment because you can have it ready before level 80, and the helm drops in Heroic Dungeons aren’t all that great. Then you enchant it with either the Keepers of Time or Argent Crusade rep reward and your helm is 10/25 man raid-ready.
§          The [Armored Titanium Goggles] are also very nice, and equip-able at level 72. You should take the time to craft these early if you are a serious Engineer.
§          You’ll definitely want to focus on picking up each upgrade as it comes along, because another might not come that soon. If you are raiding 10mans with anything weaker than the Ground Tremor Helm, you should probably ask your raid-leader to start with Four Horseman each week because there are only two upgrades in Naxx10, and one of them is your T7 helm which drops off Kel’Thuzad.
§          When enchanting, the +32 Stamina and Armor% will look tempting (and is not a bad idea when beginning), but as your gear builds you will want to go ahead and get the +22 Defense Rating and 5% Block Value gem instead. It will serve you much better and help with keeping uncrittable as your gear improves and your available defense rating falls.
o         Raid Progression
§          The Crusader’s Resolution
§          Helm of the Ley-Guardian
§          Arcane-Shielded Helm
§          Ground Tremor Helm
§          Tempered Titansteel Helm
§          Armored Titanium Goggles
§          Heroes’ Redemption Faceguard (Up one with 2 pc set bonus)
§          Thane’s Tainted Greathelm
§          Platehelm of the Great Wyrm
§          Valorous Redemption Faceguard
§          Helm of Vital Protection
§          Ironbark Faceguard *NEW 3.1*
§          Valorous Aegis Faceguard *NEW 3.1*
§          Helm of the Faceless *NEW 3.1*
§          Conqueror’s Aegis Faceguard *NEW 3.1*
 
·          The Shoulders
o         Things to Consider
§          If you spend the money on the Wapach’s Spaulders of Solidarity, you’re an idiot. Patchwerk (10man) drops the Abomination Shoulderblades on a fairly regular basis.
§          The Crusader’s Square Pauldrons are BoE and pretty cheap in the AH usually (or just run H CoS until they drop). You can have them ready alongside your Tempered Titansteel Helm and Hammer of the Quiet Mourning before you even hit 80.
o         Raid Progression
§          Tempered Saronite Shoulders
§          Iron Dwarf Smith Pauldrons
§          Pauldrons of the Colossus
§          Abomination Shoulderguards
§          Heroes’ Redemption Shoulderguards
§          Wapach’s Spaulders of Solidarity
§          Pauldrons of Unnatural Death
§          Valorous Redemption Shoulderguards
§          Burdened Shoulderplates
§          Valorous Aegis Shoulderguards *NEW in 3.1*
§          Shoulderplates of the Deconstructor *NEW in 3.1*
§          Conqueror’s Aegis Shoulderguards *NEW in 3.1*
 
·          The Neckpiece
o         Things to Consider
§          The Chained Military Gorget should be your second purchase with Emblems. It’s nice, it’s solid, you won’t be upgrading it very quickly, and it can always be switched in for a Patchwerk fight.
§          The Burning Skull Pendant is a nice BoE you can usually pickup relatively inexpensively.
§          Don’t waste your money on the Titanium Earthguard Chain. The Chained Military Gorget is better, and guaranteed with enough Heroics.
o         Raid Progression
§          Burning Skull Pendant
§          Pendant of the Nathrezim
§          Blood-Infused Pendant
§          Titanium Earthguard Chain
§          Amulet of Autopsy
§          Chained Military Gorget
§          Medallion of the Disgraced
§          Heritage
§          Drakescale Collar
§          Boundless Ambition
§          Shard of the Crystal Forest *NEW in 3.1*
§          Nexus War Champion Beads
§          Necklace of Unerring Mettle *NEW in 3.1*
§          Bronze Pendant of the Vanir *NEW in 3.1*
 
·          The Cloak
o         Things to Consider
§          Make sure you do a pile of Wyrmrest quests while leveling. The Cloak of Peaceful Resolutions will be worn by you for a long time, and you’ll find that you keep throwing it on for this or that fight.
§          The Cloak of Armed Strife isn’t actually an upgrade to Cloak of Peaceful Resolutions for a Tankadin. The extra mitigation is nice, but doesn’t make up the difference.
§          If you want to (and have the cash to), get the Durable Nerub-Hide Cloak crafted before 80. It’s Avoidance will carry you a long way.
o         Raid Progression
§          Cloak of Armed Strife
§          Cloak of Peaceful Resolutions
§          Durable Nerubhide Cape
§          Cloak of the Shadowed Sun
§          Gale-Proof Cloak
§          Shadow of the Ghoul
§          Titanskin Cloak *NEW in 3.1*
§          Cloak of the Makers *NEW in 3.1*
 
·          The Chestpiece
o         Things to Consider
§          Here is another reason for getting that Wyrmrest rep up while leveling. The Breastplate of the Solemn Council is a nice enough piece to even carry you into 25man raiding. Definitely worth the rep grind.
§          The Massive Skeletal Ribcage and Dragonstorm Breastplate’s are good pickups for the Patchwerk fight, but I would recommend passing them to DKs if they are there tanking as you can always pickup the T7 chestpiece with 80 emblems.
o         Raid Progression
§          Breastplate of the Solemn Council
§          Zigguarate Imprinted Chestguard
§          Massive Skeletal Ribcage
§          Heroes’ Redemption Breastplate
§          Dragonstorm Breastplate
§          Breasteplate of Tormented Rage
§          Valorous Redemption Breastplate
§          Chestguard of the Exhausted
§          Valorous Aegis Breastplate *NEW in 3.1*
§          Conqueror’s Aegis Breastplate *NEW in 3.1*
§          Unbreakable Chestguard *NEW in 3.1*
 
·          The Bracers
o         Things to Consider
§          Not another [Bracers of the Green Fortress] here. We actually have options in WotLK. Just not that many. You’ll want to run Old Kingdom a few times to pickup the Bracers of the Herald before wasting the 300g for the +40 Stamina enchant.
§          If you complete the Hodir questline while questing (which you should since you REALLY need the shoulder-enchant only available through Hodir unless you are an inscriber), pickup the Bracers of Reverence. They can carry you into 25mans if you have to, but keep trying for the Bracers of the Herald.
§          If you have a great deal of money sitting around for the AH, or a friend who raids 25man consistently but can’t spend anymore emblems of valor, you should consider picking up the Bracer’s of Dalaran’s Parapets. They are the second-best pre-Ulduar bracers available and you can have them sitting about when you turn 80.
o         Raid Progression
§          Tempered Saronite Bracers
§          Bracers of Reverence
§          Bindings of Dark Will
§          Bracers of the Herald
§          Minion Bracers
§          Bracers of the Unholy Knight
§          Bracers of Dalaran’s Parapets
§          Bindings of the Hapless Prey
§          Flamewatch Armguards *NEW in 3.1*
§          Mimiron’s Inferno Couplings *NEW in 3.1*
 
·          The Gloves
o         Things to Consider
§          The gloves are pretty easy. You’ll eventually pickup the T7 if you keep getting emblems, and it’s likely you’ll get the Gauntlets of the Water Revenant while running Heroic Violet Hold for Lananthor’s Talisman and Bolstered Legplates.
§          I would recommend purchasing the Daunting Handguards as soon as you hit level 78 and equipping them. The 71 Defense Rating will come in handy as you are trying to gear up if you haven’t managed to get the Seal of the Pantheon trinket for the +65 Defense Rating it offers.
§          If you don’t mind spending money, the Refined Ore Gloves can usually be found for around 80 gold on the AH and with 2.01% Avoidance through Block Rating they are a nice set to have waiting when you ding 80.
§          The ‘tank’ enchant for the Gloves is Armsman with 2% added threat and 10 Parry Rating, however that is minimal avoidance and there aren’t many even half-geared tankadin’s that have any trouble with threat. However, the Strength enchant will get you additional attack power and block value.
o         Raid Progression
§          Daunting Handguards
§          Gauntlets of the Water Revenant
§          Refined Ore Gloves
§          Horn-Tipped Gauntlets
§          Fireproven Gauntlets
§          Heroes’ Redemption Handguards
§          Gauntlets of the Master
§          Valorous Redemption Handguards
§          Callous-Hearted Gauntlets
§          Gauntlets of the Disobedient
§          Valorous Aegis Handguards *NEW in 3.1*
§          Conqueror’s Aegis Handguards *NEW in 3.1*
§          Gauntlets of the Royal Watch *NEW in 3.1*
§          Handguards of Revitalization *NEW in 3.1*
§          Handguards of the Enclave *NEW in 3.1*
 
·          The Waistguard
o         Things to Consider
§          Love the Eternal Belt Buckle. You’ll probably want to be putting it on every single piece of gear you get as you level. It’s a free socket that doesn’t mess with socket bonuses, but counts towards your meta-gem requirement. However, be honest with yourself. It’ll be a [Solid Sky Sapphire] or a Solid Majestic Zircon *+30 Stamina. NEW in 3.1*.
§          The Waistguard of the Risen Knight is another one you can usually pickup in AH for around 80g, and it will carry you easily into 10man and beginning 25man. I would recommend going after the Ancient Aligned Girdle though as it has a solid drop rate and Heroic Drak’Tharon is easy-mode.
o         Raid Progression
§          Tempered Saronite Belt
§          Waistguard of the Risen Knight
§          Skadi’s Iron Belt
§          Ancient Aligned Girdle
§          Waistguard of Living Iron
§          Waistguard of the Tutor
§          Fleshless Girdle
§          Ablative Chitin Girdle
§          Stormtempered Girdle *NEW in 3.1*
§          Shieldwarder Girdle *NEW in 3.1*
§          Indestructible Plate Girdle *NEW in 3.1 CRAFTED!*
§          Dragonslayer’s Brace *NEW in 3.1*
 
·          The Legplates
o         Things to Consider
§          Here’s the next step of where your Argent Crusade Rep comes in. The Special Issue Legplates are a very nice set useable even into 25man naxx. If you absolutely have to have the extra defense rating, you can pickup the Daunting Legplates. If you are that starved for uncrittability though, you probably aren’t ready to even try and tank heroics.
§          The legs are another example of why you are going to want to be running Heroic Violet Hold a lot. Besides the gloves and the trinket, your Raid-equal legplates are also in H VH.
§          If you are reading this while leveling, I would pickup the Tempered Saronite Legplates as soon as you ding 74. There’s not a better pair you can have approaching heroics, and nobody will notice if you are wearing them when you start your heroics.
o         Raid Progression
§          Daunting Legplates
§          Special Issue Legplates
§          Ley-Guardian’s Legguards
§          Bolstered Legplates
§          Heroes’ Redemption Legguards
§          Dragon Brood Legguards
§          Legplates of Inescapable Death
§          Greaves of Turbulence
§          Valorous Redemption Legguards
§          Valorous Aegis Legguards *NEW in 3.1*
§          Legplates of Sovereignty
§          Gilded Steel Legplates *NEW in 3.1*
§          Saronite Plated Legguards *NEW in 3.1*
§          Wyrmguards Legplates *NEW in 3.1*
§          Conqueror’s Aegis Legguards *NEW in 3.1*
§          Legplates of the Endless Void *NEW in 3.1*
 
·          The Boots
o         Things to Consider
§          Don’t get the Tempered Titansteel Treads crafted. Seriously. Compared to pretty much half the other gear available they aren’t worth much. The Stamina on them is really nice, but with no avoidance?   Is it worth it?
·          “Hey ya’ll healers! Check out my huge HP pool!”
·          *dies from six unavoided hits in a row*
·          *blames healers*
§          If you have the Wyrmrest Rep, go ahead and get the Sabatons of Draconic Vigor. The Toxin-Tempered Sabatons are okay, but at early gear progession the Wyrmrest is going to be better off.
§          *NEW in 3.1* You can get the same boots through the Argent Tournament instead of Wyrmrest Rep.
§          *NEW in 3.1* The Spiked Deathdealers are comparable to the Greaves of the Stonewarden as the best boots in the game. If you can get them crafted? DO EET!
o         Raid Progression
§          Sabatons of Draconic Vigor
§          Slaughterhouse Sabatons / Blood-Caked Stompers *NEW in 3.1*
§          Greaves of Ancient Evil
§          Tempered Titansteel Treads
§          Terrace Defence Boots
§          Plague-Impervious Boots
§          Sabatons of Endurance
§          Kyzoc’s Ground Stompers
§          Inexorable Sabatons
§          Charred Saronite Greaves *NEW in 3.1*
§          Spiked Deathdealers *NEW in 3.1 – CRAFTED!*
§          Greaves of the Stonewarder *NEW in 3.1*
 
Emblems
 
I’ve sorted each of the Emblems in ‘purchase’ order. Obviously if you have picked up a naxx25 neckpiece before getting the Chained Military Gorget, you’re not going to get it. This is just a recommended list based on the fact that the RNG hates paladins who think they can tank.
 
Basically, if it isn’t an upgrade, or you can get a larger upgrade by saving a few more emblems than do it. Spend wisely.
 
·          Emblems of Heroism
o         Libram of Obstruction – 15 Emblems
o         Chained Military Gorget – 25 Emblems
o         Crygil’s Discarded Plate Panel – 35 Emblems
o         Waistguard of Living Iron – 40 Emblems
o         Valor Medal of the First War – 40 Emblems
o         Gloves of the Lost Conqueror – 60 Emblems
o         Chestguard of the Lost Conqueror – 80 Emblems
·          Emblems of Valor
o         Signet of the Impregnable Fortress – 25 Emblems
o         Platinum Mesh Cloak – 25 Emblems
o         Kyzoc’s Groundstompers – 40 Emblems
o         Bracer’s of Dalaran’s Parapets – 60 Emblems
o         Mantle of the Lost Conqueror – 60 Emblems
o         Legplates of the Lost Conqueror – 75 Emblems
·          Emblems of Conquest *NEW in 3.1*
o         Will update when information available. What little is here is most likely wrong, and a spoof.
o         Neckpiece – 16 Emblems
o         Tank Belt – 23 Emblems
o         Tank Gloves – 23 Emblems
o         Tank Legs – 32 Emblems
o         T8 Helm – 48 Emblems
o         Emblem of Valor – 1 Emblem
 
 
  • Ulduar
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Fjork's picture

Tankadin in Wrath - 3.1 - Cookie-Cutter Specs

Fjork — Thu, 03/19/2009 - 14:14




I’ll be attempting to update each article to be Patch 3.1.1 equal.  If we have moved on from 3.1.1, and there are further protection changes, they aren’t in here.  I will update each as the new changes come out.  I’ve removed a lot of information that was not only redundant, but confusing. 

 

I also removed the ‘Gearing Out the Righteous Defender, and Glyphing Out the Righteous Defender book-pages for revision and rewriting.  Each is outdated, but also takes like five minutes to load on my T1 connection at work.  Look for the pages to be reposted soon!

 

Cookie Cutter Specs

 

The All-Tank – This is a 0 / 59 / 12 spec based on the idea that there is no such thing as a ‘flexible’ tank. 

It is not your job to Blessing of Protection someone.  You are not there to heal.  You are NOT there to show-up on Recount.  You are there to take a mass of damage and fight to cap Omen.

You are also most likely NOT going to get invited back to raid.

In case you haven’t realized it, this is a BAD build.

The True Paladin – This is a simple 11 / 54 / 6 spec where you a true Paladin, and healing will be part of your routine. 

The only true ‘tanking’ loss to this spec is the total loss of the 10 second Hammer of Justice.  The five points in Seals of the Pure is comparable to the loss of damage from dropping out of the Retribution tree, but is still a significant loss.  There are two large benefits to this spec.  One is the Improved Lay on Hands which will allow you to give a free health / mana bomb to anyone in the raid every 16 minutes instead of every 20.  The second is Guardian’s Favor, which while widely regarded as a primarily pvp talent, has many uses throughout almost every WotLK fight except KT and a few select others.

This is more off an off-tank / off-healer spec than the others, which will limit your effectiveness in raid-contribution as you can be a more effective off-dps than an off-healer.

Not ineffective, but not recommended.  It is nice having the upgraded LoH, but you are loosing A LOT in the way of damage for a small amount of healing (comparatively).

The Cookie-Cutter Part 1 – This is preference, but probably going to be one of the two main cookie cutters. 

5% extra crit-chance.  Very useful and flexible spec, especially when you have very reliable healers.  If healing is not an issue, this is going to be my spec of preference as the added damage / TPS will speed up a great deal of fight and there will be a lot more chances of what few heals I throw to crit.  If healing becomes an issue, drop some points from Improved Hammer of Justice or Conviction for 5/5 Divinity.  Drop more points as needed from Conviction.

If having trouble on Heigan, etc, etc, it’s never a back idea to pickup Pursuit of Justice, but I would recommend getting the Tuskar’s Vitality Enchant instead.

Notice there is only one point in Spiritual Attunement.  Watch the figures, no matter what you aren’t going to need two points unless you are massively over-geared trying to run Heroics.  You will not be using 2/2 unless you really want to waste a talent point.

A slight variation involves 4/5 Conviction and 1/2 Vindication for extra beat-down.

The Cookie-Cutter Part 2 - This is preference, but probably going to be one of the two main cookie cutters.

The benefits of this spec are slightly more subtle than cookie number one.  If you have a very low amount of agility (pickup up the stam / def rating enchants instead of the agility / stats enchants for example) this will be a slightly more preferred spec.  Notice you have the two points in Benediction.  They are floaters.  You can place them where you like.

With the +15% damage to each dot of Seal of Vengeance and each Judgement you have guaranteed, maintainable threat as opposed to the slightly higher burst-damage from cookie one.  However, with the loss of added damage and crit to ALL spells and abilities, your overall TPS will most likely be lower, and there will be a lot less chances for crits when you really need to heal. 

I could go on for a while on the potential shortcomings of both Cookie one and Cookie two, but in the end it is going to fall on preferred playstyle, gear, and enchants.  If you don’t have any extra agility anywhere in you gear / enchants (52.08 Agility = +1% Crit) than most likely 11% isn’t going to make that much difference, but still a lot more crits than you would otherwise have.

Notice there is only one point in Spiritual Attunement.  Watch the figures, no matter what you aren’t going to need two points unless you are massively over-geared trying to run Heroics.  You will not be using 2/2 unless you really want to waste a talent point.

  • Paladin
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Fjork's picture

Tankadin in Wrath 3.1 - Talent Trees

Fjork — Thu, 03/19/2009 - 14:12

Trying to align this version a little better to Saedo’s style as his legibility is much greater than my articles. 

 
I’ll be attempting to update each article to be PTR Tankadin Build 9704 equal. If the PTR has moved on from 9704, and there are further protection changes, they aren’t in here. I will update each as the new changes come out. I’ve removed a lot of information that was not only redundant, but confusing. 
 
I also removed the ‘Gearing Out the Righteous Defender, and Glyphing Out the Righteous Defender book-pages for revision and rewriting. Each is outdated, but also takes like five minutes to load on my T1 connection at work. Look for the pages to be reposted soon!
 
Quick note:  Divine Plea will now have 100% uptime with 2/2 in Judgements of the Just whenever you stike an opponent.
 
Talent Trees
 
Those of you whom have been tanking since 3.0.2 have probably be used to a comfortable 1-10 points to ‘play’ with if you aren’t one of the top min-max’ers. We are going to be a lot more limited post 3.1, but we’ll instead have a few different specs available to us instead of being locked into one spec as we were in BC.
 
Something to consider as your gear progresses is your Talent build. In BC, and even partially in WotLK so far you were able to create a spec and just sit with it. Reviewing 3.1, that is not exactly the case. When you first ding 80 you will have almost no Agility, even with a handful of enchants. Seals of the Pure will be a requirement in that case instead of Conviction / Crusade. Or perhaps you had a healer-heavy build because your healers were just as under-geared as you were when you began raiding. Every few upgrades it would behoove the average Tankadin to review their spec and ensure they are getting not only the best TPS, but the best Raid contribution (such as Vindication if there are no Ret pallies going to be raiding with you).
 
·          Retribution Tree
o         Tier 1
§          Deflection = +5% Parry Skill – Required
§          Benediction = 10% cheaper instant abilities – Optional
o         Tier 2
§          Improved Judgements = 2 sec cooldown decrease on Judgements. Optional unless a subscriber to the 96969696 paradigm (google it.)
§          Heart of the Crusader = +3% chance to crit against mobs that have been stuck with your Judgement. If there is going to be a Ret Paladin in the raid, the points will be better spent in Benediction (Tier 1) to get you into Tier 3.
o         Tier 3
§          Conviction = +x% Crit Chance on all spells and abilities. Optional. Depending on level of agility/gear, this actually will average out to higher overall TPS (Threat per second) than Seals of the Pure (Holy Tier 1)
§          Pursuit of Justice = +15% movement speed. Optional. Get Tuskarr’s Vitality Enchant. Don’t waste the loss of 2% crit when moving into Tier 4.
o         Tier 4
§          Sanctity of Battle = +1-3% Crit chance and +5/10/15% damage by Exorcism. Optional. 1/3 and 3/3 in Crusade if Agility (crit rating) might be possible with only one point in Judgements of the Just but I’m not certain it’s worth it.
§          Crusade = +1/2/3% damage on all targets, +1/2/3% extra damage against undead and demons. Optional. Probably gonna go a head and fill 3/3 in Crusade unless your going after Cookie-cutter two or the True Paladin type builds. With +3% damage and +5% crit, the Conviction / Crusade pair MORE than surpasses having 5 points in Seals of the Pure.
·          Protection Tree
o         Tier 1
§          *NEW in 3.1*Divinity = Increases healing done by and to you by 1/2/3/4/5%. Optional. Most likely will not be taking this talent unless you have terra-bad healers.
§          Divine Strength = Strength +15%. Required. This greatly increases the Block Value of your shield (Str / 2 = +Block Value), and thus overall mitigation.
o         Tier 2
§          Anticipation = +5% Dodge Skill Required Free Avoidance, can’t beat that.
o         Tier 3
§          Improved Righteous Fury = All damage taken is reduced by 6%. Required. This is 6% pure mitigation on all damage after being mitigated by armor.
§          *NEW in 3.1*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 seconds. 2-minute cooldown. Required IF Off-Tanking at all.This spell has a great deal of potential, but I would imagine the Tankadin will Bubble before casting this spell unless he wants to have HUGE heals from a number of healers at once.
o         Tier 4
§          Improved Hammer of Justice = Decreased HoJ cooldown. Optional. Paired with the 3.1 upgrade of Judgements of the Just, this can drop HoJ cooldown to ten seconds. That is three second spells interrupt (works on most bosses) every ten seconds.
o         Tier 5
§          Blessing of Sanctuary = 3% straight mitigation and free mana when you dodge/parry/block.  Required.
§          Reckoning = Waste of talent points. Do not get UNLESS you are expertise capped. The more hits you have, the more chance that the boss will parry, thus speeding up their attack-tables temporarily.
o         Tier 6
§          Sacred Duty = Stamina increased by 8%. Required.
§          One-Handed Weapon Specialization = +10 Damage Increase Required.
o         Tier 7
§          *NEW in 3.1*Spiritual Attunement = +5/10% of amount healed in Mana. Required. Theorycrafting and testing has determined that it is possible to get away with only 1 point after the Dodge / Parry / Block Ratings are high enough for Blessing of Sanctuary and your 100% up-time Divine Plea to take-over.
§          Holy Shield = +30% Block Skill while active…. and some damage. Required.
§          Ardent Defender = Innate Last Stand…. kinda. Required.
o         Tier 8
§          Combat Expertise = +6% Stamina and Expertise Skill by 6. Required.
o         Tier 9
§          Touched by the Light = +Spellpower equal to 10% of Stamina. Required.
§          Avenger’s Shield = Extra Attack, and good for pulls. Required.
§          Guarded by the Light = +6% Spell Mitigation and cheaper spells. Required.
o         Tier 10
§          Shield of the Templar = +3% Mitigation and extra damage/TPS. Required.
§          Judgements of the Just = Slows enemy attack speed and *New in 3.1* reduces the cooldown on Hammer of Justice by 20 seconds. Required/Optional? I’m torn on this talent. If your TPS is suffering, you should probably spec out of JotJ to pickup the extra 2% crit and +10% Exorcism damage from Sanctity of Battle, but if your TPS is fine you should probably stick with the JotJ for Raid-Utility purposes since the dps’ers are going to be so far ahead of you that it would be ridiculous to loose this raid utility for the sake of damage. NOT MAH YOB!
o         Tier 11
§          Hammer of the Righteous = Main multi-mob attack. Required.
·          Holy Tree
o         There’s a third tree? Not anymore.
 
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garreth's picture

g_UI-4.9 with explanation

garreth — Thu, 03/19/2009 - 12:43

g_UI-4.9 with explanation

A quick explanation of what's going on in here, since multiple people have asked recently.

  1. Bartender 4 - All you'll ever need to manage your bars including custom size, buttons per row, opacity and placement.  The Bartender4 bar that is in the upper left of my screen I use to watch my important cooldowns with CoolDownCount.  It's near grid and my unit frames.
  2. ButtonFacade - Most new Ace3-based addons don't skin themselves.  Instead they make a call out to ButtonFacade to handle the "pretty".  I use a ButtonFacade skin called "Adamantite".  There are literally dozens you can choose from and, most importantly, turn off when you're not using them thus resulting in much less memory usage.
  3. SimpleMiniMap - Makes it very easy to move and adjust your map.  Add and remove buttons, skin it, etc.
  4. Ora2 raid cooldown location.  I look here (usually) to figure out which druid has a rebirth available.
  5. This entire black box, the box around my action bars and the slightly transparent bar around my grid are all from eePanels2.
  6. PallyPower - This is just one way to configure the look of PallyPower on your screen.  This is why everyone in raid always has their pally buffs, this mod monitors all the buffs for each class that we've been assigned.  Run a pug sometime with 4 pallys that don't use PallyPower and let me know if you get the right buffs ;)
  7. BigWigs message alert location.
  8. BigWigs boss timer bars.  Bars with longer time left I keep out of my line of sight to the lower right.  Bars that are about to pop, I keep within my line of sight to the upper left.
  9. Ora2 main tank windows.  I prefer to see Main Tank, MT's target and MT's target's target.
  10. Chat windows modified and improved by Chatter.  I like it better than Prat since it's much lighter and simpler.
  11. ClassTimers shows me my buffs so I might act upon them when they pop. 
  12. Grid. Duh.
  13. When I set a focus, their target shows up here.
  14. Focus target shows up here, complete with very visible cast bars and buffs.
  15. Quartz casting bar goes here.  It is my opinion that heales should have their cast bar as close to their raid frames as possible.
  16. Pitbull player frame.  I have this highly customized to give me just the info I need.  With a custom skin provided by MediaLib :)
  17. PitBull target frame.  Also highly customized for the info I need.
  18. PitBull target of target.
  19. PitBull target of target's target.
  20. Fubar - the Bat Man utility belt of WoW. Everyone should have it. It's also on the bottom of the screen.
  21. DuraTek - simple durability tracker
  22. ReagentFu - watches my reagents
  23. AuldLangSyne guild plugin for FuBar.  A great way to see everyone in guild by just mousing over.
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Kaluu 1.05

Ghli — Sun, 03/15/2009 - 10:22

Kaluu 1.05
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Dragon's picture

Current 3.1 Paladin Patch NotesPaladins * Auras will now persist through death and affect a 40 yard radius. * Blessing of Kings

Dragon — Sat, 03/07/2009 - 06:30

Paladins

* Auras will now persist through death and affect a 40 yard radius.
* Blessing of Kings is now trainable at level 20. Removed from talent trees.
* Hand of Sacrifice: The damage transferred by this ability is now capped by the Paladin’s health.
* Forbearance reduced to 2 min duration.
* Sacred Shield: This effect cannot be cast on more than one friendly target at a time.

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.
* 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%.
* Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to Tier 10.
* 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.
* 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.
* Judgements of the Pure moved to Tier 9.
* Sacred Cleansing moved to Tier 8.

Protection
* Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
* 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%.
* Divine Protection: Cooldown reduced to 3 min.
* New Talent: 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.
* New Talent: Divinity: Tier-1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
* Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled.
* Sacred Duty rank 1 now increases Stamina by 4%.

Retribution
* Benediction now affects Hand of Reckoning.
* Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
* Repentance no longer resets the Paladin's melee swing timer.
* 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.
* Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
* Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.

Copied from http://forums.worldofwarcraft.com/thread.html;jsessionid=79F75E4825D5F994221B315BD98CC288.app23_08?topicId=15443531917&sid=1

Patch Notes Current as of 06MAR2009

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For Garreth

Grovinski — Mon, 02/23/2009 - 00:04

and everyone else in Guild with a cat -

http://www.twolumps.net/d/20090220.html

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saedo's picture

Tuque UI 3.0

saedo — Thu, 02/19/2009 - 16:56

Tuque UI 3.0

So I thought I'd try to alt again and have to relearn how to pally.   First off here's the adjustedly new UI.

Notables:

Return of Pitbull - For healy it just seems more nice with bars like that.

Ditching ClassTimers for SpellReminder - So with the new toys I definitely needed a way to track buffs/debuffs beyond myself, my target, and the focus.    This is what I found, even gives visual/audio warnings for stuff expiring.  Takes a bit to setup though.   It first just goes by any/all buff/debuff you so have to manually turn off a ones that you don't want to track (like Honorless Target, etc).

 

Anyways, any suggestions?

 

 

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Holy PVP: So easy a cave man could do it!

coretwo — Fri, 02/13/2009 - 09:27

Well i'm not sure what that makes me but i need help.

in TBC on my shaman i was able to sit quite confortable around the 1700s-low 1800s in each bracket. I haven't really gotten into the groove so to speak of pally healing. I have gear, aside from my mainhand i have really good gear.  So i'm pretty sure that my problems Lye  with my spec/play style.

I have been running 51/20/0 . I thought that this was pretty standard and very usefull, but i'm still having problems. In 2s, we generally loose when i get bent over by a rogue/mage/DK(haven't played since the patch). In 3s i have issues keeping my hunter alive. in 5s its my second healer(shammy) that gets rocked pretty fast.

I've been looking at 49/0/22.

 

 

 

****will edit to finish post. Time for class****

 

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