Archive for 3.1

The Holy Hell of Trash

Posted in General with tags , , on April 17, 2009 by rocklawthepally

We took a ten man group into Ulduar last night for fun and giggles. The Flame Leviathan wasn’t too bad – got him on the 2nd attempt. I was worried the vehicle combat would suck like it does in Heroic Occulus and Malygos. However, I was pleasantly surprised to find that being a gunner on one of the siege engines was actually quite a bit of fun. And having the trash not respawn was also a great relief.

However, what followed on the way to Ignis was not nearly as fun. The trash is most definitely a step up from what we’ve seen. The two big Molten Core firelord looking dudes on the way to Ignis’ room wiped us a bunch of times until we figured out that we could line-of-sight them to avoid the stuns. Then the flame remnant guys who spit out the tornadoes had their way with us, too. We never did get a crack at Ignis as our raid night came to a close.

Ah well. We’re gonna take it on in 25-man starting in a couple of weeks, but until then, we’re going to push on with our little 10-man group to learn the instance as best we can.


Will 3.1 Break My Raid?

Posted in General with tags , , , on April 14, 2009 by rocklawthepally

3.1 has come down so I guess I know what I’ll be doing tonight, and it isn’t raiding. We had a regular Naxx 25 run scheduled, but we all know how painful patch days can be. We’ll be re-speccing (and dual-speccing, in some cases), getting our mods updated, etc. And that’s AFTER we get the patch installed.

Will this affect my raid week after today?  Maybe.  Some may be itching to get into Ulduar, whether we’re quite ready for it or not.  Last night, we wiped repeatedly on KT, due to a number of factors, primarily people not doing what they were supposed to be doing.

I suspect 3.1 will be cause for a few bumpy days.  I’d prefer to take the rest of the week off from raiding just to let the dust settle, and also to get in on the Argent Tournament action :)

3.1 Spec, revised

Posted in General with tags , on April 2, 2009 by rocklawthepally has a post today about 3.1 specs that identified a couple of things that I had not considered in my previous post about what I intend to spec into when 3.1 drops.  My plans have changed and I intend to use this spec when the patch hits.  Provides a little more throughput with all the crit I’m looking for.  Puts points back into the improved Lay on Hands and has improved Greater Blessing of Wisdom.  Yum.  I don’t really need the improved Concentration Aura or the Aura Mastery.  They’d be nice to have, but that’s the price I pay for the extra crit I get from going a little deeper into the Retribution tree.

3.1 Undocumented Changes

Posted in General with tags , , , on February 24, 2009 by rocklawthepally

MMO Champion, those lovely guys, have mined the undocumented changes and so I present them here:


* All Paladin auras have had their tooltip changed to note that they work on the entire raid, not just the party.

Meh. Bug fix.


* Exorcism can now be used on all targets, but is now a guaranteed critical strike vs Undead and Demon type mobs.
* Judgement of Light now procs off spells as well. (Previously only “attacks” would trigger this)

Both full of win. Could have used the Exorcism change while levelling, but I’ll take it now.


* Purifying Power (Tier 6) now reduces the cooldown of your Exorcism and Holy Wrath spells by 17/33%. (Previously increased the critical strike chance of those spells by 10/20%)

Don’t have it now and am not gonna take it.

* Pure of Heart (Tier 5) now reduces Curse, Poison, and Disease effects by 15/30%. (Previously was 25/50% but did not include poisons)

Don’t have it now and am not gonna take it. PvP, if you ask me.

* Blessed Hands has been moved from Tier 5 to Tier 4 and now reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 15/30% and cooldowns by 10/20%.

Don’t have it now and am not gonna take it. Seems a useless talent me.

* Improved Concentration Aura’s (Tier 4) reduced silence/interrupt effect now works while any aura is active.

Intriguing. I had this in TBC, but with the need to delve into ret for crit, I passed on it for Lich King.


* Shield of Righteousness now deals 130% of block value + 520 at the highest rank. It no longer causes a high amount of threat. (Previously increased damage by a set amount)
* Blessing of Kings is now a baseline ability. Trainable at level 20.

SoR was a fun little ability to get so a little more damage is nice. And the Kings change has needed to be made for so long, I’m thrilled it’s finally here.

I didn’t include the rest of the skills and talents for prot and ret because they don’t really have any impact on holy pallies.

3.1 for the Holy Paladin

Posted in General with tags , , on February 24, 2009 by rocklawthepally

First, the patch notes:

  • Auras will now persist through death.
  • Blessing of Kings is now trainable at level 20. Removed from talent trees.
  • Talents
    • Protection
      • New Talent Divinity:Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
      • Sacred Duty (Protection) rank 1 now increases Stamina by 4%.
    • Retribution
      • Benediction (Retribution) 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%.

Auras persisting through death is a good thing.  However, if I rez with Crusader Aura on when zoning back into Naxxramas, that is a bad thing :)

Kings being baseline is great.  Folks can stop qq’ing about not getting Kings.  However, the 3 points I had wanted to take to go for the extra crit in the ret tree has been snatched away by…

Divinity.  5% extra healing throughput?  You betcha.  I’ll take it.

Now for the new glyphs:

  • Glyph of Beacon of Light – Increases the duration of Beacon of Light by 30 sec.
  • Glyph of Divine Plea – While Divine Plea is active, you take 3% reduced damage from all sources.
  • Glyph of Divine Storm – Your Divine Storm now heals for an additional 15% of the damage it causes.
  • Glyph of Hammer of the Righteous – Your Hammer of the Righteous hits 1 additional target.
  • Glyph of Hand of Salvation – When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
  • Glyph of Holy Shock – Reduces the cooldown of Holy Shock by 1 sec.
  • Glyph of Shield of Righteousness – Reduces the mana cost of Shield of Righteousness by 0%. (This is from game data)

The Bacon glyph isn’t that appealing to me.  An extra 30 seconds isn’t much and I have it hotkeyed and have a Big Wigs timer set to remind me to refresh it.  Verdict?  Skip.

The Divine Plea glyph is also a bit of a yawner.  I’ve not run into many fights where I can see much utility for the damage reduction.  Verdict?  Skip.

The only other one that is relevant for holy paladins is the Holy Shock glyph. 1 second idn’t that big a deal for this admittedly fabulous spell.  It’s not a regular part of my rotation to the degree that one second would make that much of a difference.  Verdict?  Skip.

My bottom line on 3.1 is that my spec will not change except for putting the 5 points gained from Kings into Divinity.  They’re in the same tier of Protection so it will not make any change, really, other than a bump in healing.  Overall, it’s a good start.  We’ll look for more changes as the PTR evolves.

3.1 for the Holy Pally

Posted in General, nerf, paladin, patches with tags , , on February 6, 2009 by rocklawthepally

So some of the changes for Paladins for 3.1 have been announced, along with some changes to mana regeneration. Here’s my take.

  • Blessing of Kings – this spell is now a base ability trainable by all paladins.
  • Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
  • Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
  • Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
  • Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
  • Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.
  • Only the change to make Kings a baseline ability and the change making Exorcism usable on all mobs affects holy, really.  In both cases, these are nice buffs, as I can return to 2 points in improved wisdom and grab the extra crit in the ret tree.

    The relevant items from the mana management post are as follows:

    • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
    • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

    This is a nerf, to be sure, but playstyle should overcome it.  I use Divine Plea a lot, but not on every cooldown.  The healing nerf will be a bit of a challenge and I’m not sure if it is time to look at MP5 gear again, moving away from my lovely crit that I’ve been stacking.  Stacking int for a deeper mana pool may be a possible option.

    Spiritual attunement isn’t that big a deal for me, since I either heal myself on fights with big raid damage or slap Beacon on myself while healing the tank.

    So, all in all, not bad.  We’ll keep a close eye on the Divine Plea situation, but the other changes are welcome.