WotLK
Holy paladin 4.0.1
Ghli — Sat, 10/16/2010 - 14:07
As 4.0.1 came out on Tuesday, new changes came out for paladin healing. Gone are the days of Holy Light bombing to help AoE Via the Glyph of Holy light. Now our AoE heal is Light of Dawn, or rather our flashlight. It appears to not have a cap on the amount of people it can heal at once. Currently it heals for about 2.5-2.7k for 922 mana, but is currently on a 20 second CD unless glyphed down to a 10 second CD and becomes weaker by 20% (not sure if this is a good idea at level 85, but we will see). It’s not a bad way to proc Solace to a full stack for 288 spirit.
Judgment of the Pure has not changed, but with no Judgment of Light around, There’s no reason to judge every 10-15 seconds or so.
Our big heal is now Dawn of Light. Heals for about 13-15k, but costs 1318 mana and has a base cast time of 3 seconds. With the haste that I currently have, this has been knocked down to 1.99 seconds/ 1.82 with Judgment of the Pure.
Holy light is still our main heal, but isn’t as strong as it was. Heals for 5.6k, costs 395 mana, and has a base cast time of 3 seconds.
Flash of light is has changed to the fastest heal that we can do, next to instant casts. Heals for about 10, costs 1186 mana, and has a base cast time of 1.5 seconds. With haste, this is down to 1.19s/1.09s
Beacon of light got wacked by the nerf bat, and did it get nerfed hard. Half of any heal that I do gets sent to the person with the beacon. Costs 263 mana. However, it’s also a combo point generator, if my beaconed target is directly healed
Although Crusader Strike is now a baseline ability for every paladin, it’s still viable to use as it generates combo points. Might as well stay in melee range, and generate combo points as a filler for not needing to Judge every 10 seconds.
Holy shock become a combo point generator with the new Holy Power mechanic that we picked up. Glyphable so you can increase it’s crit rate by 5%. It's still on a 6 second CD. However, casting holy shock now has benefits.
1. A holy shock crit can reduce the next cast of holy light by 1.5 seconds. In 4.0.3, this will make the cast time of Dawn of Light or Holy Light be reduced by 1.5 seconds.
2. Casting holy shock (crit or not) grants 30% haste for the next FoL, HL, or Dawn of light. HOWEVER, when 4.0.3 comes out, this(speed of light) has been changed to only grant 1%/2%/3% spellhaste
Word of Glory is our Holy Power finisher. 1 charge 3k heal, 2 charges 6k heal, 3 charges 9k. Costs no mana.
Protector of the Innocent is not exactly a heal we do, but something like a nerfed Beacon on ourselves. It can crit (this might get nerfed so it doesn’t crit all all). In addition, if you heal yourself, you do gain PotI heals(might get nerfed as well).
Illuminated Healing is our Mastery bonus. This turns us into a weaker (8% baseline)/stronger version of Val’anyr with no 45 second cooldown. I reforged crit on all my armor pieces (down to 32.7%) to mastery (up to 17.93%). However, World of Logs doesn’t take account into Illuminated Healing yet, so I expect the true healing+Absorb for me to go up when it is added.
Going over what happened with half of ICC being completed, healing as expected was strange. Marrowgar, not everyone was grouped up, so the healing from Light of Dawn wasn’t very effective. Then again, we were attempting to do Boned, and failed the achievement, which probably explains why no one was grouped up.
Not sure what was going on Lady Deathwhisper as we were doing Full House.
Gunship was snoozeship. Nothing unusual except Nuit wasn’t on for his usual kiting duties.
Saurfang was strange to everyone. The order of people getting marked were me, Kish, Crawfeesh, and Puregenius. People healing marks were me, elapsed, raziella, and silentalaram, with kish healing the first melee mark. Since I was marked first, healing became a breeze just for healing myself. Marks were doing about 6k-8k damage per tick. Holy light+PotI would heal myself for 6k+5k +whatever spell decided to crit at that point. Mana was never an issue; I never dropped below 70%, no innervates, and no divine plea(which is 10% mana regained on a 2 minute cooldown now).
Not sure what people were doing on Rotface. We were supposed to Dances with Oozes. I was one of the first people to get diseased. Stood in area away from the other ooze with my ooze just hitting me (2k-3k hits)and let PoiI keep me up while healing Orky.
Heroic Festergut was nothing but full of bugs. Vile gas was being thrown at anyone, and I mean anyone in melee or ranged. It was at the point where I was barely out of melee range, and somehow I got vile gas chained into the melee. I hope this gets fixed by the next lockout.
Other than that (and the nuking of illumination and DI), it seems like we’ll be fine at 80 and ok at 85. We’ll have to see when we get our hands on our level 81+ abilities that we don’t have access to yet to see if we’ll be fine at 85.
Which WotlK raid is your favorite?
Sargus — Wed, 07/28/2010 - 23:06
Poker Face, then and now.
Derchlon — Fri, 12/18/2009 - 23:18
Raid: Poker Face was created with the goal of getting 25 people from both of the normal 25 mans who were dedicated to going though Ulduar and getting Iron-bound Protodrakes. Hitting the hardmodes, and doing what our normal raids didn't do. We progressed through all of these hardmodes painstakingly, getting Freya, Iron Council, Thorim, Hodir, and even Mimiron. We downed Vezax, and on one particular night we killed Yogg 1 light. Many folks got their drakes, and together we celebrated for those that had all of their achievements completed.
As we progressed over the next week or two, we finished up peripheral hardmodes needed for others to get their drakes as well. All the way up to Yogg 1 light again. Our raid took an abrupt halt. Attendance has been very very horrid. Over the past 3 to 4 weeks we have failed to even ATTEMPT Yogg 1 light more than one night, due to limited attendance.
With 3.3 dropped on us, our attendance has dropped so significantly that we have had trouble even raiding AT ALL. Several of us who have been with Poker Face from the very start still need Yogg 1 light to finish our drakes. That is the only achievement that we need for our drakes. Without you, the ones we helped get their drakes, we will not be able to get ours.
Poker Face has been put on a raiding hiatus as of tonight. We will not be able to raid next week, because it will be Christmas. The following week is new years, so that won't be an option either. At that point, I personally will be back in school, and will not be able to raid with you anymore. I will have been left out in the cold on a drake. A drake that I did Freya 3 or more times for. A fight I hate. I helped you down Mimiron hard mode THREE times. Many people wouldn't have done it more than once, but I helped you guys. I spent hours and hours wiping with you guys, and dowing bosses with you guys. I feel very ashamed of those of you who bailed on me. Not just me, but Everstar, and others as well. They may yet get their drakes, but for me that is no longer a possibility. I feel sad that so many of you felt that once you got your drake, that you no longer had an interest in helping us.
I know who you all are. I won't call you out, but I want you to know how hurt I am. I feel betrayed by some of the very people I spend most of my evenings with. While it is now too late for me, I beg you. PLEASE come back and help the others get their drakes. Think of all the sacrifices they have made for you to fly around on yours. Don't continue to turn your backs on them. They deserve better than that.
Boggling Blizzard
Agoney — Wed, 11/18/2009 - 18:06
http://blue.mmo-champion.com/12/21038229051-icecrown-citadel-raid-access...
After sitting here and re-reading that 500 times.. Im still confused.. but I'm pretty sure its the dumbest move ever. Maybe, a smart move from a business stand point, extend your content as far as possible, but I have my doubts from a playing stand point.
Let me start off by saying, I don't think the "gated" progression system is a bad thing for WoW, espeacially if it would help with the storyline, but the attempt system? Come on.. I haven't really raided much since about March/April, so I didnt really deal with the progression of Uld and more specifically TOCHM25. I did keep a good following on the events happening though..
I think the achievement system showed the worst it could be with TOC... All the achievements based on attempts left, no one dying etc.. all vanity when you think about it. With sooooooooo many RNG issues both ingame and out, it really makes zero sense why it was implemented. One of the best items in that link is that these achievements will not make it to ICC. This will make the game more fun overall.
Sooo, now, with this new system.. The attempts seem awfully low.. almost to the point that they make me worry how hard these encounters will be. 5 attempts for the first "critical" boss? Either this encounter is going to be really really easy... or it will be way too tuned. 5 attempts to test out strats.. 5 attempts to hope someone doesnt accidentally pull the boss and wipe the raid... or, Well, if you don't beat this boss within 5 attempts, you have issues!! While it is truly to early to know.. the concept just seems ridic.
So, what would I do.. I'm complaining but do I have any ideas to fix it? Well, of course! If there's going to be a gated system in place, at least make the normal modes of these fights difficult. No guild, not even the top level guilds should steam roll this content while it is in gated form. Make the pre-gate boss fight similar to Twin Eredar / Muru difficulty wise (or close to it). This way you have something actually to work for, and are not worried about being blocked by some progress limiting mechanic.
Now, with the vanity "attempt remaining" achievements out, there is absolutely no reason to keep attempts in. I don't see the point of blizzard dictating how much or little a raid should be allowed to try fights. It seems like this will almost affect Casual guilds more then hardcore.
But of course... none of this has been implemented! It can all change!! The ideal situation: Keep Gates, make normal modes challenging to gear level and not roflstomps, and have decent/unique HMs that are not over tuned!
Hunter Replacement for Avoidance
Derchlon — Thu, 10/08/2009 - 00:21
So, currently on the PTR they are removing the avoidance talent (Reduces damage done by AoE by 75%), and giving our pets an innate 90% AoE reduction. In the place of Avoidance, we are getting a new pet talent called Culling the Herd. It reads as follows:
Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.
3% for 10 seconds each time a pet crits with Claw or Bite is really good, so I did some spreadsheet work. In my current gear, if this change were to go live, that is a 249.2 dps increase.
Personal gains may vary. Here are the dps gains per KB hunter, just for fun:
Grasen: 230.39 dps gain
Luminaire: 255.5 dps gain
Rawr and Val'anyr
saedo — Sat, 09/26/2009 - 00:25
Here's what I did to add in the Val'anyr proc. Not sure how accurate it is, but at least it makes it best in slot!
Right click it to edit:
You'll see this screen, click Add button, under Special Effects.
Bringing you here. Enter those numbers for the CDs, durations, change the Trigger to healing spell hit. And from the above menu for the effect, scroll down to Equipment Effects, and enter 0.15 for the % Shield from Healing.
And you're done!







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