Wednesday, April 23, 2008

Calling it quits

Yeah, big surprise. It's been over a month since my official hiatus, and I must say, I don't want to blog for the reasons I would.

There are people who know much more about WoW than I do, who are able to explain it more concisely than I would, who enjoy doing it. So why should I try? Trick question.

Anyway, I want to thank the small reader base that I had, and to wish everyone happy WoWing. Continue reading 'Calling it quits'

Sunday, March 9, 2008

To Blog or Not to Blog

It's been a while since my last post, but I have a good reason.

I've been having second thoughts about blogging. I decided to start a blog for the wrong reasons, I've been continuing to post for the wrong reasons, and I'm finding it difficult to get into the posting mood. This is a pretty clear-cut sign that I should call it quits, I'm reluctant to do so. I'm one of those guys who sees this kind of thing as a personal failure.

In any case, I have two options to consider. First, simply call it quits. Thank everybody who's been reading my blog, continue reading their blogs, supporting them, etc. Secondly, I can start a new blog. A heavily personal "journal-type" blog. One of the reasons I don't enjoy blogging is that I can never think of anything insightful to post that'll satisfy my short attention span. A journal blog with no such obligations may be what I need.

Until I get things figured out, I'm going to take an official hiatus (aside from the unofficial one I've been taking for a while now) until I figure out what I'm going to do.

Continue reading 'To Blog or Not to Blog'

Monday, February 25, 2008

PTR Stuff: Nerfs and Buffs

So, this is probably about the only PTR post you'll see by me. I'm one of those people who knows almost nothing about an upcoming patch past the really big and usually controversial stuff. At the moment, it seems to be the nerf to the Druid's Lifebloom skill. It's being nerfed to 80% of it's current power (or something like that), and all resto druids (as well as other players) are really up in arms about this. I am not.

As with any major nerf (not major as in a big nerf, major as in the one everybody's talking about) comes two opposing sides. The "l2p" side feels that the nerf was justified, that the class was OP and the balance of power was being disruped by them (Balance of Power in 2v2s? Nowai). The other side, the "we didn't deserve this" has the opposite mindset. They feel that the nerf is completely unjustified and that...well, they didn't deserve it. They feel that this nerf could end the viability of their class, to the point where they may consider respeccing or rerolling.

I say nay to either side. I am in the middle. The rigged end of the dime, so to speak. Blizzard has its reasons for everything they do, and I respect that. I cannot say whether the nerf is a make-or-break type of thing to a class, but I do know that if the nerf does disrupt the viability of the class in either pvp or pve, Bliz will work to fix it (perhaps with some readjustment on the player's side). I recall a similar nerf to druids a while ago, about feral tanks, armor reduction, and life loss. I also recall that I OT'd Karazhan on Saturday with my Feral tank.

The moral of the story is: Don't take patch changes so hard, everyone. It's just a game, and another patch is always around the corner.

Continue reading 'PTR Stuff: Nerfs and Buffs'

Tuesday, February 19, 2008

Pally Powers Pt. 1: Holy

So I've been beating around the bush too much. I've been making CA more of a WoW diary than an informational site about Paladins, as I had initially intended. I enjoy doing both, so I'm going to be doing both. Anything with the label "WoW Journal" will be just that. My WoW journal. My Epic flight form post, guild posts, things like that will fall here. Anything labeled "WoW Info" will be informational posts, intended to increase the knowledge about paladins to whomever happens to be reading this.

That being said, let's get some Info down. Pally Powers. Namely, the skills and abilities you as a paladin will have at level 70. I mentioned before that I wanted to do something like this, and I figure now is as good a time as any to do it. I will start this three-parter with the holy skills.

[Edit] Hey, look at that! I managed to create the post divider! Look!


Holy Light Rank 11
840 Mana 40 yd range
2.5 sec cast
Heals a friendly target for 2196 to 2446.

This spell is the paladin’s second strongest heal, save only for Lay on Hands. It is a relatively fast, hard healing, extremely mana-intensive heal, and is only truly useful in emergency situations where you need those huge numbers. Holy-specced paladins can buff this for higher crit, as well as for Light’s Grace; whenever you cast this spell, your next holy light spell will cost .5 seconds less, giving you 2-second HLs.

Flash of Light Rank 7
180 Mana 40 yd range
1.5 sec cast
Heals a friendly target for 448 to 502.

This is the paladin’s main heal. Most of the time, it is their only heal. If you’re a raid paladin, this is often the only skill you’ll use. It has a very short cast time to heal for a decent amount, and is one of the most mana-efficient spells in the game. I’ve seen paladins go on for well over 10 minutes spamming nothing but this and not running out of mana.

Lay on Hands Rank 4
40 yd range
Instant 1 hr cooldown
Heals a friendly target for an amount equal to the Paladin's maximum health and restores 900 of their mana. Drains all of the Paladin's remaining mana when used.

This is a very unique skill. It depletes the paladin’s entire mana pool (be it 1500 mana or 0 mana) to heal his or her target for…well, you can read. It’s an emergency-only skill, obviously, with its one hour cooldown. If Prince is down to 8% life and you’re out of mana, you see the tank with a chunk of life from him, pop him a Lay on Hands, drink a pot (nub) and let the rest of the raid kill kill kill. Talented, you reduce the cooldown on LoH by 10/20 minutes, as well as increasing your target’s armor by 15/30% for 3 minutes.

6% of base Mana 40 yd range
Instant cast
Purifies the friendly target, removing 1 disease effect and 1 poison effect.

Purify is a very nice move, allowing the paladin to effectively remove two debuffs at one time for a moderate mana cost. This skill becomes obsolete, however, once you learn Cleanse.

6% of base Mana 40 yd range
Instant cast
Cleanses a friendly target, removing 1 poison effect, 1 disease effect, and 1 magic effect.

Cleanse is Purify + magic. And it costs the same amount of mana. Extremely nice, giving the paladin one move to remove all debuffs save for physical and curses. Talk to your neighborhood druid about that.

Redemption Rank 5
64% of base Mana 30 yd range
10 sec cast
Brings a dead player back to life with 600 health and 800 mana. Cannot be cast when in combat.

It’s a resurrection. It’s nice to have. It’s more expensive than the priest rez, but much less expensive as the shaman rez. It heals for less than the priest rez but the same amount as the shaman rez. Did Shamans get hosed? Reincarnation, anyone?


Seal of Righteousness Rank 9
260 Mana
Instant cast
Fills the Paladin with holy spirit for 30 sec, granting each melee attack an additional [cond(eq(HND,1),0.85 * (2610.43 * MWS / 100) + 0.03 * (MW + mw) / 2 - 1,1.2 * (2610.43 * MWS / 100) + 0.03 * (MW + mw) / 2 + 1)] Holy damage. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will cause 208 to 228 Holy damage to an enemy.

SoR is a pretty important skill for both shockadins and tankadins (though some do opt for Seal of Vengeance). It adds steady, nonmitigated damage to every swing. That mathematical mumbo jumbo, simply put, means that you will deal more holy damage with each swing when using a slow weapon, as opposed to a fast one. This is to balance out the skill so that you deal roughly the same amount of damage no matter what weapon you use. “Unleashing this Seal’s energy” means that the said effect will occur when you cast Judgment, a retribution skill, on your enemy.

Seal of Light Rank 5
280 Mana
Instant cast
Fills the Paladin with divine light for 30 sec, giving each melee attack a chance to heal the Paladin for 133. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will judge an enemy for 20 sec, granting melee attacks made against the judged enemy a chance of healing the attacker for 95. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.

One of the paladin’s lesser-used skills. It gives you a chance to regain life with each swing of your weapon. Judged, the effect is weakened and every person who attacks the mob can gain life. It is mainly used when you have a retribution paladin in the group as well as a few other paladins. The ret paladin can keep all judgments on the mob, so the healer paladin can quickly run in and judge this to give the tank a bit of extra healing.

Seal of Wisdom Rank 4
270 Mana
Instant cast
Fills the Paladin with divine wisdom for 30 sec, giving each melee attack a chance to restore 121 of the Paladin's mana. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will judge an enemy for 20 sec, granting attacks and spells used against the judged enemy a chance to restore 74 mana to the attacker. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.

Seal of Light, only with mana. It’s more commonly used when soloing if the paladin has a small mana pool, but is less often used in raid situations, as only hunters and protection paladins can benefit from it (casters can wand to regain mana, but really, they should have the means to keep their mana up without sacrificing so much dps).


Blessing of Wisdom Rank 7
150 Mana 30 yd range
Instant cast
Places a Blessing on the friendly target, restoring 41 mana every 5 seconds for 10 min. Players may only have one Blessing on them per Paladin at any one time.

Paladin buff of choice among healers and casters whose dps isn’t quite enough to pull agro from the tank. It’s simply marvelous, too. Only downside is it’s only a 10 minute buff. Expect to either rebuff everyone often or invest some money into Symbols of Kings.

Greater Blessing of Wisdom Rank 3
310 Mana 40 yd range
Instant cast
Reagents: Symbol of Kings
Gives all members of the raid or group that share the same class with the target the Greater Blessing of Wisdom, restoring 41 mana every 5 seconds for 30 min. Players may only have one Blessing on them per Paladin at any one time.

Blessing of Wisdom to each person of the class. It’s rather silly how they made paladin buffs, what with all the hybrids and such. At least they buffed the duration from 15 minutes to 30 minutes.

Blessing of Light Rank 4
180 Mana 30 yd range
Instant cast
Places a Blessing on the friendly target, increasing the effects of Holy Light spells used on the target by up to 580 and the effects of Flash of Light spells used on the target by up to 185. Lasts 10 min. Players may only have one Blessing on them per Paladin at any one time.

This is a great buff for tanks with the majority of the heals coming from paladins. It’s often not used, however, when the tanks opt for either might or wisdom(pally tanks) or kings if you have it.

Greater Blessing of Light Rank 2
360 Mana 40 yd range
Instant cast
Reagents: Symbol of Kings
Gives all members of the raid or group that share the same class with the target the Greater Blessing of Light, increasing the effects of Holy Light spells used on the target by up to 580 and the effects of Flash of Light spells used on the target by up to 185. Lasts 30 min. Players may only have one Blessing on them per Paladin at any one time.

Not much more to say on this. It’s the same as BoL as far as buffing.


Exorcism Rank 7
340 Mana 30 yd range
Instant cast 15 sec cooldown
Causes 619 to 691 Holy damage to an Undead or Demon target.

A very cheap, hard hitting move directed toward undead and demons. As a shockadin or a holy paladin soloing, I consider it a free Holy Shock. Great for soloing these enemy types and Kara.

Holy Wrath Rank 3
825 Mana
2 sec cast 1 min cooldown
Sends bolts of holy power in all directions, causing 635 to 745 Holy damage to all Undead and Demon targets within 20 yds.

This is a hard skill to judge (haha pun, get it?). On one hand, it deals a lot of damage to undead and demons. On the other hand, it has a huge mana cost and a 2 second cast time. I’ve seen this as a prot paladin’s preferred way of pulling in Kara. It’s also nice for a ret pally on those ballroom dancer pulls in there. When soloing, it’s rather difficult for it to be worth the mana cost, as the only reason you would use it is if you had a bunch of undead or demon mobs pummeling you. However, trying to pull this off with a bunch of undead or demon mobs pummeling you will turn the 2 second cast time into a 6 second cast time, and by then it’s just not worth it. Maybe DS HW? I dunno. I don’t use this skill.

Turn Undead Rank 3
75 Mana 20 yd range
1.5 sec cast 30 sec cooldown
The targeted undead enemy will be compelled to flee for up to 20 sec. Damage caused may interrupt the effect. Only one target can be turned at a time.

Another seldom-used skill in the arsenal of a paladin, and for good reason. While soloing, you fear your enemy and it will run away faster than you can keep up with it. And it may run into other mobs. In raids, you’ll only see it used in Kara, on moroes. If the hunter’s trap breaks early, you may pally fear them. It’s on a 30 second cooldown and only a 20 second duration, so you can’t pally cc like a lock can fear cc.

Sense Undead
Shows the location of all nearby undead on the minimap until cancelled. Only one type of tracking can be used at a time.

Not many paladins even have this skill, as it’s a quest reward. It’s pretty useless, in all honesty. However, completing the quest chain will grant you a nice mace or polearm.


Consecration Rank 6
660 Mana
Instant cast 8 sec cooldown
Consecrates the land beneath the Paladin, doing 512 Holy damage over 8 sec to enemies who enter the area.

This skill sends out a radius around the paladin for eight seconds, dealing constant damage to enemies within it. It’s useful for pally tanks for agro gain, though its large mana costs means you won’t see it up constantly. It’s great to protect the paladin from rogue sap/cheap shot ( so long as you downrank to rank 1 so as not to waste all of your mana). It doesn’t deal a lot of damage to a single enemy, but if the paladin is the target of a lot of enemies, using it can really help.

Hammer of Wrath Rank 4
440 Mana 30 yd range
0.5 sec cast 6 sec cooldown
Hurls a hammer that strikes an enemy for 665 to 735 Holy damage. Only usable on enemies that have 20% or less health.

Ahh, paladin execute. It’s a great move, no doubt. In PvP and in soloing, it’s the finisher. In raids, you can spam it every six seconds for massive damage. It’s not listed, but the crit damage for this spell is doubled (whereas it’s usually 1.5x, I believe), so critting is especially nice.

Summon Warhorse Summon
100 Mana
3 sec cast
Summons a warhorse, which serves as a mount. Speed is increased by 60%.

Free mount FTW

Summon Charger Summon
150 Mana
3 sec cast
Summons a Charger, which serves as a mount. Speed is increased by 100%.

Not-so-free mount. You don’t need to spend the gold to train in epic land riding, but you do have to dish out a lot of gold while in the quest to get this beauty of a mount. You end up saving about 200 gold, which is nice, but it’s much more hastle and, with BC, it’s very difficult to find people willing to do the Pre-BC 60 instances you need to do in order to get it.


Divine Favor
3% of base Mana
Instant cast 2 min cooldown
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.

Need a big heal? Here it is. Blast your Divine Favor and push out a huge heal with your Flash of Light. Also great for shockadins, as the damage part of Holy Shock still triggers DF’s crit.

Holy Shock Rank 5
650 Mana 20 yd range
Instant cast 15 sec cooldown
Blasts the target with Holy energy, causing 721 to 779 Holy damage to an enemy, or 913 to 987 healing to an ally.

A versatile skill, and an expensive one. It’s an instant cast heal, able to be used every 15 seconds. At the same time, it’s the paladin’s burst damage. Shockadins can make this skill hurt. A lot.

Divine Illumination
Instant 3 min cooldown
Reduces the mana cost of all spells by 50% for 15 sec.

A very nice move, especially when used in conjunction with Holy Light spamming for those emergency situations. Usable every 3 minutes, you can pop two or three of these in many raid bosses, effectively saving you a lot of mana.

Continue reading 'Pally Powers Pt. 1: Holy'

Saturday, February 16, 2008

Epic Flight Form in 21 Easy Steps

Are you a slow bird? Are you tired of having to continually yell "Hey guys, wait up! I only fly at 60%!"? Want to show them up? Want to pop into bird form instantly and zoom away while they're sitting around for three seconds to mount up? Well, this 21 step program will let you do just that! And now for a limited time, you can learn these steps for FREE! That's right, just keep reading and you can engage in this 21 step program, a $29.99/month value, for ABSOLUTELY NOTHING! You'd have to be crazy to pass this up! BUT THAT'S NOT ALL!!! Included in this program are pictures for your convenience!

Step 1: Get money

Step 2: Buy skill

Step 3: Talk to a druid trainer

Step 4: Talk to Morthis

Step 5: Collect herbs - Be careful! They explode!

Step 6: Go to Barrow Den, Find sleeping druid

Step 7: Find relics while half-in the emerald dream - Ohnoes! Kill the Aspect!

Step 8: Return to Morthis

Step 9: Find Arthorn

Step 10: Kill aether rays, use their eyes to see dead birdmen, question Sai’kkal

Step 11: Visit Elaira

Step 12: Catch a Sparrowhawk

Step 13: Find Raven Stones in Skettis with the help of said Sparrowhawk

Step 14: Obtain the Essence of the Eagle from the Guardian of the Eagle

Step 15: Obtain the Essence of the Falcon from the Guardian of the Falcon

Step 16: Obtain the Essence of the Hawk from the Guardian of the Hawk

Step 17: Return to Morthis once again - Obtain sexy trinket

Step 18: Find a Southfury Moonstone

Step 19: Kill Anzu

Step 20: Talk to Morthis one last time

Step 21: Enjoy Epic flight form!

That's it! Now you, too, can fly at blinding speed with the best them!

In all seriousness, it's an amazing thing, epic flight form. The questline is amazingly easy up to step 16, as that guy has a crazy resistance to physical attacks and hits like a truck. I had to get a fellow caster guildie to help me out.

It was the second time I had killed Anzu, the first from a PUG who had a mage. It was much easier the first time, as Anzu banishes himself and summons a bunch of nonelite birds you need to kill. The group I went with for my quest had no aoe capability, so it took much longer to down them. Overall, it's a very easy kill, though. No Anzu mount made me sad, but I didn't really expect it anyway. Summoning him and fighting him is a pretty fun encounter, and it looks pretty cool, too.

Clouds form above the talon
Lightning begins striking the cloud, which turns into Anzu, the Raven God.
This is just a really cool picture.
I tried to get a good picture of the birds he summons, but it was very hard to. This is the best I could get.
Though I failed to get a picture of it, there are statues that the healer (or the druid if you have a pally healer) that give buffs and debuffs to the party and the enemies.

So! Now that I've managed to get my epic flight form (which I've been working nonstop for a week or two [the reason I haven't updated in so long]), what will I do next? Buff up my toons. Twalkins can enchant his own stuff, but I need to pay for enchants on Twalvanis. That has the potential to get pretty expensive, so I have some dailies to keep doing (as well as some new netherwing dailies!).

And keep in mind, I have another character to get epic flight form for, as well as another druid to help get epic flight form. So I'm by no means done with needing money.

Continue reading 'Epic Flight Form in 21 Easy Steps'

Friday, February 8, 2008

BA Shared Topic: New Class, New Party Roll

Fumbleknock has posted Blog Azeroth's next shared topic: Should WoW implement a new class that will break the tank heal dps trinity?

I'm not quite sure how I stand on this issue. It's a delicate subject, methinks, and if Blizzard were to create a fourth to the trinity, it'd have to be done very carefully, as there are not many options that won't make some aspect of the game overpowered.

Most people seem to think that the most likely candidate to fill this position would be some form of crowd-control class. The first thing that comes to mind immediately after hearing this is 2v2. Imagine a mage and a CC-class. The cc-class keeps the healer out of commission for the 10 or so seconds it'll take for the mage to destroy the other of the team. Game over. It might make raids safer, but sometimes the best time is had when we accidentally pull another elite or a group of mobs and we actually have to work to down the pull.

Another popular answer is a sort of buffer class, one to improve an aspect of the trinity. This can be easily done without making the class overpowered - Three talent trees: defense buffs, attack buffs, heal buffs. Maybe physical power buffs, magical power buffs, defense buffs. Something along those lines. The most popular selection for this would be a bard, but I don't think that would work for the sheer bore factor. A bard plays songs to buff, and therefore will be just kinda sitting there, playing a song. One, it takes no skill to hit 1 and let your song play. Two, few people in their right mind would want to play a class that requires you to hit one button a minute. This can be offset, perhaps, if you give the bard some healing ability that will allow them to heal in emergencies, but in the long run, I don't think it'd be a very fun class to play.

Still on the subject of a buffer class, we could make a not-bard. I don't know what we could call it, but it would work in a similar way with the talent trees. Contrary to the bard, though, the buffs can be cast and done with (much like warrior shouts, but probably much shorter), leaving the class some time to actually mash some buttons. I'm always leaning toward healing ability for a buffer class, but it could be dependent on what tree you choose, too. The healing buff tree will allow the player to off-off heal (not enough to completely replace a healer class), physical damage buff allowing them to get right in on the action and hit some things, etc. I'm really kind of liking this idea. The class has the potential to be very involved. Buffs that need to be re-cast often leave room to switch buffs (from, say, attack power boost to damage reduction boost) as needed. Continue reading 'BA Shared Topic: New Class, New Party Roll'

Thursday, February 7, 2008


So! New week, new raid. This time I made a last-second decision to switch to my feral druid and beat out some DPS. It was Button's and Derae's first time in Kara (They've been seventy for only a few days and are already geared for Kara. How awesome is that?)

Anyway, our hunter PUG said he wanted a full clear. This meant that we had some work to do, but we decided to give it a try.

Attunmen down, Moroes down. He dropped his watch, but even though I won the roll, I gave it to Button, for he was the one tanking the fight. Maiden down, I obtain some shiny new bracers. We're doin good. I believe we had to rearrange and pick up someone else, as our other feral druid had to step out. Opera went off without a hitch. We tried Nightbane (as our PUG priest could summon), but we didn't have the heals to keep the tank up. Curator dropped a nice ring that I need for the hit rating, but our hunter ganked it from me (It's okay, though. Our mage ganked the gloves from him). Shade down, skip Illhoof (no lock) chess done (Button got his sword), two wipes on Prince, one wipe on Nethersprite. We called it a night, going to finish the last bosses on Saturday.

I'm going to be DPSing again for the last bosses. I can't wait, it's a nice break from FOL spam. Continue reading 'Karagain...Again'

Tuesday, February 5, 2008


Saturday was probably the best Karazhan run our guild has had in months. Attunmen, Moroes, Maiden, Romule and Julienne, and Curator. An hour and a half. No priest. Pet tanks. Yeah, that's right.

Attunment was pretty standard. Moroes, semi-standard. No priests means no shackle, but three hunters and three paladins means plenty of cc for the adds. No problems here. Maiden? We didn't need Sorli to one-man her, because she went down smooth. No mace, though. Should we call it a night? We don't have any priests...

No way. We're doing far too well. How do we get to Opera, though? Well, we have two tanks, one arms pvp warrior, and three pets. Who needs shackle? Everything worked out. Pets died, but did their part of being aggro cushons for the ice tombed tanks. We get to the opera event. It's Romulo and Julienne. We have two mages and a warrior for interrupts. That should be enough. Julienne goes down, Romulo goes down, they revive, we tank them in their respective corners. 20% on both, bring them to the middle together. Romulo's down, Julienne...healed. Ruh roh. Okay, back to the corners. Romulo goes down to 20%, then Julienne, back to the center. Romulo goes down and Julienne...freaking heals again! Okay, back to the corners. Romulo gets to 20% for the third time, then Julienne. Bring it back to the middle. Okay. Let's kill Julienne first. She goes down, Romulo falls seconds later. That's how you do opera.

But we're not done yet. It's still early and we're all pumped from such a good run. Let's take Curator. We plow through the trash and get to curator. No problems with it, we down him in one shot again. Celebration ensues. We hope Monday we can finish the raid with just as much success.

Not quite so. Half the people don't show up for the raid, so we end up pugging two more healers and a dps (dps was drunk, one healer was high, the other had the "I'm better than you and can yell at you because I've done this more than you even though this is your raid" mindset. I freaking hate that guy. It started out rough, and then we wipe on Shade about four times before downing him. Dumb mistakes. We skip illhoof due to lack of lock. Chess is...well, chess. The healing shield drops, and I'm the only one who needs it. Prince was a wipe and a kill. Tier 4 helm drops. I roll a 10. That pretty much set me off for the rest of the night. I was in a terrible mood after that, and I feel terrible about it because one of our tanks got it, so it wasn't a complete loss. Anyway, onto netherspite. First try is always a wipe when people who need to be in beams have never done it before. Second try is a wipe because somebody didn't run far enough away while the dragon was in banish state. I called it then. I wasn't in the mood to wipe twice more before calling it.

All in all, I'm pleased with the results of the raid, despite the less-than-desirable second half and pugs. Hopefully downing prince has gotten the guild out of our slump. We'll see on Wednsday. Continue reading 'Karagain'

Wednesday, January 30, 2008


It's January 30th, and I've finally made a New Years resolution. Three, actually.

My first is to make Talkins a shockadin. When I first heard of this build, I've been thinking about making the switch, and the more I thought about it, the more I liked it. I recently obtained the Banish More Demons daily quests, so I finally had a reason to hit things again on Twalkins. Being holy spec, the best way to do this is to play him as a shockadin. I was amazed at how much damage I was actually dealing in nearly all healing gear and no points in ret. On top of being able to solo effectively again, I will be able to pvp on Twalkins (Yeah, I can pvp now as a holy spec, but in my opinion, pvp is for hitting enemies. I don't want to only heal in pvp), and I can still offheal if my guild needs me for a run. As of now I am the only viable main healer (along with a resto druid or two) for Kara, so this change will happen once our other paladin healer and two holy priests ding Kara-ready. I may start healing pvp a bit, just to get a taste of it as well as some honor.

My second resolution is to make Twalvanis (My dr00d) able to tank Kara. He's pretty much there, he just needs more agility and less defense rating (428 out of the needed 415 - some gem replacements will fix that). He's already able to kitty into Kara very well, and he can probably offtank it as well. Our guild currently has three Paladin tanks (one of which will very soon be a warrior tank) and a Druid who can tank, but doesn't like to.

As for my third resolution, it's sort of been a resolution since I hit 70, but it was put on the backburner for a long time. That is getting my epic training. 11000 gold and a long quest chain to give it to both of my toons, though I'm only really worried about getting it for Twalvanis right now. He's my grinder/farmer.

On a slightly unrelated note, Bellwether of 4 Haelz is working on a list of every single druid skill, their advantages, and disadvantages. I think this is a great idea, so don't be surprised if you see something like it in the near future about paladins from me. Continue reading 'Resolutions'

Monday, January 28, 2008

BA Shared Topic: Enjoying Your Class

Siha of posted the first Blog Azeroth shared blog topic. Her question:

"What do you enjoy about the class you play the most?"

I have two answers, one for each main I have.

What do I like about Paladins? The first thing that comes to mind is "FoL spamming" because I'm a holy paladin. Whereas I do enjoy the incredible power of FoL spam, there's so much more to the paladin that I enjoy. They have the highest armor in the class, so even the healers are not squishy, granted the paladin doesn't downgrade armor. This, however, is another reason I like paladins. They can use any armor in the game that's not class-specific, so if those awesomely sexy Dragon-Quake Shoulderguards happens to drop and there are no shamans in the group, they're yours! As well, I love the hybrid factor they have. You can be healing today and tanking tomorrow, and even dpsing the next day (even though so many say that they can't. They can.) The buffs they give are some of the best, they have a great variety of buffs to benefit every class, every raid, just about every situation. They have 12 seconds of immunity, and can give others 10 seconds of physical immunity. The seal/judgment skills are not only extremely useful for a variety of situations, but they're also a great idea and can be a lot of fun. A slightly different look at the hybrid part of paladins is the shockadin spec. A shockadin truly deserves the title of the paladin: A holy warrior, able to smite enemies and heal allies.

And what about druids? Well, the hybrid part plays just as big a role here. On top of this, their feral spec is, in my opinion, the single greatest tree in the game. With some help from the restoration tree, you have a high-dps class and a great tanking class with one spec and two sets of armor. Druids also get to shapeshift. While this has its downs (there's no changing the appearance of your forms, so your level 10 bear and your SSC-tanking bear look exactly the same), it also has its ups, such as armor ambiguity. Great for pvp, as your opponents can't study your armor and know that you're in, say full vengeful. With every spec, you have something new to shapeshift into, be it moonkins or trees. Stealing Phealia's reason, druid healers are truly unique in the way they heal. I've never been one, but I'm always a fan of individuality, so it's definately a reason I like them. Lastly, instant shift into flight form. 'Nuff said. Continue reading 'BA Shared Topic: Enjoying Your Class'

Sunday, January 27, 2008

The Hills Have Eyes

I was playing on my Troll Hunter the other day and I hit my map to see where I was going. It took me a few minutes to finally see it, but all of a sudden I saw the silhouette of a man's profile. Do you see it?

If you see ratchet, the bit of land just east of it and the shoreline leading north is the man's nose. The If you see the mountain range just south of my character cursor, directly west of that is the mouth (The man seems to be puckering up or something). The bottle necked area in southern barrens is the neck, and the somewhat wavy top where cartographer cuts off from Ashenvale is the hair.
Have you ever noticed anything like this in WoW?
Continue reading 'The Hills Have Eyes'

Thursday, January 24, 2008

Blog Azeroth

In case you haven't heard already, there's a new place to be if you're a WoW Blogger, Blog Azeroth. It's a place for WoW Bloggers to go to talk to each other, introduce their sites, get information, help, suggestions, all sorts of fun stuff for a blogger to spend some time on. Even if you're not a blogger, but enjoy reading WoW blogs, it's worth looking at. Definately worth at least checking out, even if you don't think you'll be signing up. Continue reading 'Blog Azeroth'

Tuesday, January 22, 2008


My druid got The Earthwarden today. Also, Pattern: Nethercleft Leg Armor. I am very happy. Continue reading 'Finally!'

Sunday, January 20, 2008

Follow Up 2:Shockadins

Told you I'm forgetful, didn't I?

Here are some suggested builds for the three types of paladin healers.

Raid Healer

These are pretty much the talents you're really going to want to get as a raid healer. In the holy tree, most of it is self-explainatory. Intellect, more heals, higher crit, etc etc etc. Improved Lay on Hands is good in the last moments of a boss battle and you have no mana and no way of getting more. It will heal your MT for the total of your life (anywhere between, say, 5000 and 8000 for Karazhan) with a chance to crit, and it gives a major armor buff of 30% for 2 minutes. Unyielding faith isn't particularly necessary, but is the best option to progress further into the tree. It could save the team when your other healers are running around in circles.

In the protection tree, you have improved devotion aura for your tanks (even if you have a paladin tank, they usually don't get this in favor of better talents), Guardian's favor for a reduced cooldown on an aggro drop, and Blessing of Kings. Toughness is a filler. Many healing specs I see opt for redoubt over Improved Devotion, which I never really understood. Maybe all of the other holy paladins I've played with were really pvp specced and I never knew.

With your remaining eight talent points, you can pretty much do whatever you want with them.If you look at my current spec (subject to change), I chose Improved Blessing of Wisdom, Pure of Heart, and Blessed Life. I'm...not sure why. Improved BoW is nice - I believe it gives about 8 extra mp5 - but the others are far less useful. Few enemies curse the healer and I can dispel diseases. Blessed Life isn't even worth having. I'm considering switching over my three Blessed Life points and two of my Pure of Heart points over to Improved Blessing of Might. Since we have two Paladin tanks and a Retadin, I'll be able to bless everybody with my improved blessings while they salv/king/etc.

PvP Healer

A pvp healer has all of the same healing abilities of a raid healer with the exception of improved LOH since that's not usable in arena. Where to spend those extra points is what you want to consider now. Unyielding faith is a must for just about any pvper, Pure of heart is a filler that can help against warlocks.

In the protection tree, redoubt is generally taken over Improved Devotion since you're going to want Concentration Aura up most of the time anyway. It's not to say that redoubt will be very useful since you can't block while casting, but if your team is at full health and you have a warrior coming at you, it's better than five wasted points. Toughness is the next choice as, since you're in a pvp setting, you are going to be taking damage. The more armor you have, the less damage you take (Also note that, even though it's generally accepted to downgrade from plate in a raid setting, you DO NOT want to do this in pvp). Guardian's favor would be nice for the increased Blessing of Freedom time, but lack of points makes it hard to take. Blessing of Kings is generally the preffered buff in pvp and Righteous Fury gives you 6% less damage taken from all sources. Shield Spec is a filler, though one that may help on occasion (I'm not sure whether or not it would be more adventageous to take 1 point in Anticipation instead). Improved Concentration Aura is a must with its ability to reduce silence/interrupts by 30%. Stoicism is another good talent for pvp, but a lack of talent points makes it tough to get.

Shockadin Build

This is Popov's build. Under the holy tree, he has just enough points to get him down to Holy Guidance. Only one semi-filler I can see is Light's Grace, which can't even really be called such, since it will greatly increase your ability to heal. The lack of Blessed Life is something I would consider, as I personally feel that any pvp paladin that can get their hands on this should. I would probably switch the 3 points from Light's Grace over to Blessed Life.

Under retribution, there's really not much choice here, I don't think. As a shocky, you're going to be judging and sealing as often as possible, so benediction is the choice here. You're going to want to keep wisdom up on yourself anyway, as your focus is magical damage, and you'll likely need the extra mana regen. Improved Crusader and Judgments is a no-brainer, it gives you a lot of extra damage. The parry would be nice, though you really don't have room to get it. Vindication is incredible. It lowers your enemy's...everything. Any pvp paladin speccing into ret wants this. Pursuit of Justice is nice, as the speed increase helps you stay with your opponent since staying in melee range is important, and the lowered chance to get hit with spells is always a plus. Spells always hurt. A lot. Your seal of choice is Seal of Righteousness, so SoComm isn't needed, and your white damage won't be very high, so Conviction isn't worth it. Eye for an Eye forces a spellcaster to take heavy damage damage when they crit you. And the best part is, you can heal through it. Crusade gives you 2% more damage. You don't want a third point in it, because that last talent point needs to go into Sanctity Aura, increasing your effective damage by 10%. Continue reading 'Follow Up 2:Shockadins'

Friday, January 18, 2008

Follow up: Shockadins

This is a video found of Popov of Malygos. He is a shockadin. And he kicks ass. Continue reading 'Follow up: Shockadins'

Thursday, January 17, 2008

Shockadins vs. Heal Specs

Meet Bellbell. She is going to be a shockadin. What does this mean? It means she is going to spec into the holy tree down to Holy Shock, and she's going to spec into the retribution tree down to Sanctity Aura. This means that she will be able to heal, as well as deal a great ammount of burst damage. Why, then, doesn't every Healer paladin spec into ret to get the dps as well as heals?

Really, there's not a whole lot of difference between a full holy specced paladin (pvp or pve)and a shockadin as far as healing goes. Both specs take the most important parts of the holy tree, save for spiritual focus and perhaps Light's Grace. The difference is where each of the specs puts their remaining 20-something points.

A shockadin needs to invest the rest of their points into the ret tree down to Sanctity Aura, which increases all holy damage by 10%. This is what makes a shockadin. On the way, there are many other useful talents for them, such as Vindication, Crusade, Improved Seal of The Crusader, and Improved Judgements. Factor in their holy side of the spectrum, are capable of both burst DPS and healing, In an instance, they are able to heal with only 35 or so talents in holy because really, you don't even need that. As for healing a heroic, it's certainly possible, granted you have the healing gear. In the instance of Karazhan, they would best be suited as a dps/emergency healer. Could they MH Kara? Potentially, but you would be in dire need of a healer to recruit one as a main healer (and s/he had better have great healing gear). Without spiritual focus, things might be a bit difficult in situations that deal unavoidable damage to them, and the lack of Aura Mastery means you would be 10 yards closer to the enemies, which could also pose a problem. As an offhealer, I won't dispose of the possibility of them being able to heal (though it would still be difficult for the same reasons).

As for a Holy Paladin, they have some holy talents that considerably improve their healability/survivability. Spiritual Focus and Aura Mastry, namely, as well as Divine Illumination for the long fights. Past that, what does a raid healer have that a shocky doesn't? The ability to better assist the raid as a whole. A shockadin would essentially have 21 wasted points as a healer. Raid healers spec into Prot, giving Improved Devotion Aura for the tank and Blessing of Kings for...well, everybody. As well, they get a 3 minute cooldown on Blessing of Protection, which saves many a trigger-happy caster many a time.

We have one more spec to look at, that of the PvP healer. Their godsends versus shockadins in a healing situation is Blessed Life, Improved Righteous Fury, and Improved Concentration Aura. These talents greatly improve the pvping paladin's ability to survive, and keep others alive in the process. As well, concentration aura is very nice for anybody with a casting bar. Their weakness is the same as that of a raid healer, though is more dire for a pvper: DPS. They still have a very limited ability to deal damage, which can cost you when you need to burn an opposing figure down fast.

Overall, I would say that the shockadin is ideal for Battlegrounds and 5v5s. In these situations, you will likely not be the prime target, giving you plenty of opportunity to heal when you need to and DPS when you don't. They should not be placed in a setting where they need to focus on healing unless those 20 points in ret don't need to be utilized, such as in an instance. Leave the raid healing to the raid healers and the pvp healing to the pvp healers. Continue reading 'Shockadins vs. Heal Specs'

Sunday, January 13, 2008

One of the greatest Kara failures ever.

Let me start off by saying that the stupid html codething still isn't working, so I'm gonna have to manually do it until I can get it fixed.

That being said, I had one of the greatest Kara runs in the world last night even though we couldn't down Prince and we didn't bother with Nethersprite.

Friday we had run kara as a guild with our nonguild priest friend, Evenfall. We only wiped once at Opera (but we did complete it[it was Romeo and Juliette]) before calling it a night due to lateness. "Same time tomorrow, guys," says Sannhet, the Guild Leader.

Fast forward to the next day, same time. We had about 5 of the people who ran kara the night before, and two weren't able to go. Podias, our raid officer, wasn't going to be back until late, and Sannhet had no place to play. Bellwether, the awesomest resto druid in the world, was not feeling well and went to bed early. Being the only officer on at that time, I called it a night unless somebody else wanted to try to get a half pug going. Greid, who I had just recruited that day, was on and said "Why not" and started putting something together. We had him, Darelin, myself, Chronodar and Finnvarra. We start pugging. Evenfall wasn't on that night, so we needed a priest, a lock for illhoof, and a main tank, as Greid isn't quite to that level yet (though he's damn close). We found a shadow priest (and I feel terrible that I don't remember her name) early on, and eventually we found a fury warrior, Darkninja, and a resto druid, Degini. In comes our savior, Esyla, who said that Sann would be on in about 15 minutes. A full group, and still, for the most part, a guild run.

Anyway, first thing we do is Curator. We had a bit of trouble in the beginning with dps (we had mostly melee dps), but we downed him first shot. He dropped the Gloves of the Fallen Hero [Esyla] and the Dragon-Quake Shoulderguards. Being an upgrade from my Justice Bearer's Pauldrons despite being mail, I got them. Yay loot!

Next comes the Shade of Aran. One wipe due to that damned Flame Wreath, but we downed him after the next shot, and what should he drop but Pauldrons of the Justice-Seeker, yet another upgrade for my shoulders since I could use the spell crit. Oh joyous me! I'll just disenchant the mail ones and sell the voids for the guild bank - Oh, wait. What's that? The Sunfire enchant? Yeah, the Sunfire enchant. I was actually beat out by one of the PUGs, but Sannhet is also an enchanter and won the roll altogether (and yes, he is an enchanter), and defaulted his roll to me. This raid could not get any better.

Next is Illhoof. Darelin offered up his spot for the battle to allow Podias a chance to get his staff. One wipe, then we get him. Yeah, the raid did get better. Terestian's Stranglestaff for Podias and the Soulfrost enchant for me (on a roll I won this time!). This is beautiful.

Anyway, chess event. Legplates of the Innocent, upgrade from Consortium Plated Legguards.

Now we're facing Prince. Our Warlock CO, Clabik, showed us a crack method of fighting him, where melee runs into the crack when they're enfeebled to line-of-sight the shadow nova. It worked like a charm when he was there, but this time, out of the three attempts at Prince, an infernal dropped right in front of the crack, forcing dps when enfeebled to either die or run back to the casters , where they would be useless. Needless to say, we didn't down it, and people were getting tired. We called it a night, possibly to try again today or tomorrow, before the server resets.

Anyway, let's recap. Out of the four bosses (including chess as a boss), I got five upgrades, even though one was immediately replaced. I'm fairly certain that if we had downed Prince his Light's Justice would have dropped. In any case, you would have to be crazy not to call this failure a huge success. Well, I would at least, because all that loot I got is loot that others didn't. Sorry guys. It's for the good of the guild? Continue reading 'One of the greatest Kara failures ever.'

Friday, January 4, 2008

What I Forgot

Since I'm such a forgetful procrastinator, my second post will be much like my first. Namely, things I forgot to mention in my first post. Such as, as the title indicates, what to expect.

Firstly, I'm not too much one for long posts on other blogs, so I will not have many. If something I say needs to be further addressed, It will either be in the form of a comment on the post or as a follow up. What can I say? My attention span doesn't last.

Secondly, I am very forgetful. I will have more than a few posts that may be missing things I wanted to say, but forgot to add. On such occasions, I'll follow up on the topic in the same way I'll deal with my short attention span.

Thirdly (and I think I mentioned this in my first post, actually), this is not so much a Paladin blog as it is a collection of my WoW-related thoughts geared toward paladins. If you see something concerning druids or shamans, don't QQ 'cause here's my disclaimer.*

Now next post I promise will actually be WOW-related. I'm just trying to fix this silly html code that's not working for me.

*Disclaimer also includes rogues, priests, warriors, mages, warlocks, and any other class that may or may not be implemented in future patches and expansions of the World of Warcraft video game for the PC and Mac. Continue reading 'What I Forgot'