Wednesday, 24 September 2008

WOTLK Talents
I have been musing over the new talents for the expansion. And wanted to draft up form talents for when patch 3.0.2 comes, while we are still in TBC at level 70.
Redoubt, has changed!! i didnt notice it, but 3 points in it actually gives you 30% Block Value flat rate, plus 10% to add 30% to Block chance. Where before, it was just, 19% chance to get 30% block chance, nice, and about time. I think this build will be ok to finish off TBC.
Level 80
I so want to have Reckoning back....So badly
Some more info:
Most paladin abilities are being changed to scale with both AP and SP.Since we are going to be sharing our gear with warriors and DKs, most if not all prot and ret gear is going to have AP/Strength on it since it is one of the main stats for warriors and DKs.Here are a couple of examples of how mechanics are changing, via
Avenger's Shield: Hurls a holy shield at the enemy, dealing [ 7% of AP + ( 754.35 to 765.27 ) ] Holy damage.
Shield of the Righteous: Slam the target with your shield, causing Holy damage equal to 200% of your block value. This spell causes a high amount of threat. (Strength provides you with block value, and the conversion rate is being increased in the expansion)
Holy Shield: Increases chance to block by 30% for 10 sec and deals 211 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 35% additional threat. Each block expends a charge. 4 charges. (this means that even though we will have less SP, HS will still scale with it, and cause 35% more threat so it should end up causing equal threat to what we cause now)
Consecrate: Consecrates the land beneath the Paladin, doing [ 32% of AP + 940.16 ] Holy damage over 8 sec to enemies who enter the area.
Seal of Righteousness: Fills the Paladin with holy spirit for 2 min, granting each melee attack [ 5% of MWS (weapon speed) * AP ] additional Holy damage.I think that's most of the abilities that paladins use while tanking to build threat. Exorcism and Holy Wrath are used situationally, and will also scale with AP. Judgements are also going to cause damage based on AP. [edit] Looking at Judgements a bit deeper, as they work on Beta right now, all Judgements deal damage based on both AP and SP, the Seal is no longer consumed. Instead, the Seals modify the damage dealt by the Judgement. JoB/JoM and JoC increase damage based on weapon damage (which is modified by AP) and JoV/JoC and JoR are modified by a set percentage (10% per application of DoT and 25%, respectively). All seals now scale with AP either directly (SoV/SoC and SoR scale with both SP and AP) or indirectly (SoC and SoB/SoM scale with weapon damage, which scales with AP). SoV/SoC and SoR scaling with AP means you won't lose out on threat by using a warrior/DK tanking weapon since we will be getting SP and AP from gear and more SP from Stam via a talent. [/edit]When you include some talents in the prot tree: +15% Strength from Divine Strength, +10% Strength from BoK. That's a nice amount of extra AP for threat gen.Tanking gear is also going to change to match new mechanics. Look up gear here on Wowhead and see how it is itemized.Seriously, before you start QQing about the new abilities, look at the whole picture and realize that the game mechanics are also being changed and then think about how the new mechanics are going to work with the updated talents and spells. Yes, with the current prot paladin gear, these changes might suck, but they aren't meant to work with the current gear.Everything I've mentioned seems to point to Blizzard wanting Prot Paladins to use the "regular," warrior tanking weapons since they would deal more damage with Hammer of the Righteous. It is also likely that we'll see warrior/DK tanking weapons include strength in their stat bonuses.
Last edited by
atticus on 08/13/2008 (Patch 2.4.3)

Tuesday, 16 September 2008


It great that wotlk is being released. We have had a hand full of members leave for raiding guilds to see new content (before the news was announced), im quite happy about folk moving on to do things like this. If they leave with a positive memory of TDD, all the better, and I prefer that. If not, it was probably better that they moved on too, to find new joy in the game with another guild that could offer them more of the game with folk that have more time to play it. Folk sitting brewing over issues they don’t agree with rubs off on others, whether they mean to, or not.
We can only do so much with the time we have online, with our IRL commitments, and that is the design of the guild, that’s what we are, and that’s when we play. Online when we can be, offline when we need to be.
I love running this guild, it's practical to play the game and enjoy it without harming IRL issues. I still play this game with the same enthusiasm as I had when I first installed the game.
Stop, Regroup, then Continue.
I don’t think everyone new to TDD entirely understands the method behind that strategy.
From the outside it would seem like maddness I guess. Guild closes shop, puts up the gate and says nobody allowed in, access denied, and a public statement that we are no longer recruiting.

Other than it has been something we have done before in TDD, most TDD members expect it, and some new folk can read between it. And while I cant say blunty im shacking the tree to see what leaves fall off. ...That’s basically the idea.
It might appear to be a crisis being posted on the front page, but that depends on your point of view. It's difficult to gauge things when people are undecided, or quiet in their indecision, to suddenly up and leave while we made plans for them.