Showing posts with label Paladin Tank. Show all posts
Showing posts with label Paladin Tank. Show all posts

Monday, 1 November 2010

Paladin Patch 4.0.1 Review #3 - Notes

Breaking down the changes.

World of Warcraft - English (NA) Forums -> #BlizzChat Developer Chat on Twitter -- 7.16
7/16/2010 - Dual Resource System Looks like combo points
Q: What is the goal when re-designing the paladin class? How do you plan to change rotations, talents, etc?
A. All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:
  • An instant mana-free heal: Word of Glory
  • A buff to increase holy damage done: Inquisition
  • A massive physical melee attack for Retribution paladins: Templar’s Verdict
  • Holy Shield’s duration is now extended by Holy Power
  • Divine Storm’s damage is now increased by Holy Power

Level 81
New Paladin Spells

Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.

PaladinTank Patch 4.0.1 – 2nd review

I’m annoyed, ..or am i frustrated? My initial notes on the changes for the paladin tank are the same in assessment. However, after playing for a few days with it, im left with one question.. “wtf have you done blizz?”

With every patch, or expansion, i have watch each improvement work itself out. Although this is still early days, ..i find myself confused with my paladin. Why?

The shared cooldown between CS and HoR. I like being busy, however i dont like waiting for cooldowns. Being locked into a limited array of abilities that i have to choose on the moment or suffer a global cooldown, or ability cooldown, for me, ..is agonising. And the lottery ability of a free avengers shield does little to comfort my *available options* on the moment/fly for something i need to control that suprises the team.

Combat points – Holy Power. I can see how that works for Holy spec, and Ret spec, but, for me, the self heal and Shield of the Righteous buff should be on something else..Im not a rogue...and if i have to use my holy power to activate 15% Shield block, the chances of using 3 charges on a self heal are going to be ...again, a lottery.


It all just feels....CLUNKY and mis-placed. I tried a level 80 Warrior, Consecrate Vs Thunder Clap + Rend, seemed equal...however obviously different in their applications. Cleave seemed improved, vs before the patch, and shockwave in addition. Paladin....Mehhh! lottery..

Druid tanking, seemed a little nerfed with the swipe cooldown increase, although im not able to test a level 80 druid, there didnt seem to be the a whole lot of change at all. However, having lived with the paladin for 4 years (Tank spec) the difference is night a day...unfortunately...for the worst.

Monday, 18 October 2010

Paladin Tanking, Patch 4.0.1

References:

Requirements for tanking Summarised.

Hit Rating 8%
Expertise 55



Glyphs:
Primary Options:
[Glyph of Hammer of the Righteous] (Recommended) - Increase both physical and holy damage components by 10%.
[Glyph of Seal of Truth] (Recommended) - Seal of Truth also grants 10 Expertise while active.
Seal of Truth - What was once known as Seal of Vengeance is now known as this. The ability is essentially the same as before and also remains the principle tanking Seal. Remember to pick up the associated glyph for 10 Expertise.

[Glyph of Judgement] - Judgement deals 10% more damage.*
[Glyph of Shield of the Righteous] (Recommended) - Increases the damage of Shield of the Righteous by 10%.*
[Glyph of Word of Glory] - Increases the healing done by Word of Glory.*

* Build and preference on whether to focus more on single/AoE tanking or WoG will effect these glyph selections.

Major

Prime glyphs have replaced the role of Major glyphs while Major glyphs have now become a middle of the road type of glyph. Being middle of the road these glyphs do not adjust abilities as drastically as prime glyphs. Below are acceptable glyphs for tanking Paladins.

[Glyph of Dazing Shield] - Avenger's Shield now also dazes targets.
[Glyph of Divine Protection] - Increases magical damage reduction of this ability by 20% and removed the physica
l protection benefit.*
[Glyph of the Ascetic Crusader] - Reduces mana cost of CS by 30%.
[Glyph of Focused Shield] (Recommended) - Avenger's Shield hits 2 fewer targets, but for 30% more damage.
[Glyph of Holy Wrath] (Recommended) - This provides an AoE stun and will likely have high utility come the expansion when more dragonkin and elementals will be present in content.

* As of this publishing word is that this glyph does not remove the physical protection benefit however I've been unable to find official confirmation.

Minor

Minor glyph selection remains underwhelming. The most interesting one for Paladin tanks would be Lay on Hands for reduced LoH cooldown. The suggestions below are just that; ultimately the choice of Minor glyphs has very little impact on tanking performance.

[Glyph
of Lay on Hands] (Recommended) - Reduces LoH cooldown by 2 minutes.
[Glyph of Blessing of Might] - Reduces the mana cost of BoM by 50%.
[Glyph of Blessing of Kings] - Reduces the mana cost of BoK by 50%.


The Rotation

The ability priority for single target tanking is as follows:

Shield of the Righteous > Crusader Strike > Judgement > Avenger's Shield* > Consecration > Holy Wrath
For area tanking the following priorities are used (this is a proposed rotation for now):

Hammer of the Righteous > Avenger's Shield* > Judgement > Consecration > Holy Wrath

* This is assumed AS has been glyphed for single target. For the AoE rotation the assumption is AS is unglyphed.

-----------------------------------------------------------------------------------

Review of 2 nights of 5 man heroics.

anking has changed for me in rotations, that's for sure, i must have spent a few moments pausing with my guild mates shuffling abilities around. They also where doing their own shuffling, macro re-writing, it was only the priest in our group that seemed unaffected by any of the patch changes.
Consecrates new cool down is 37 seconds...that just seemed forever for me, even though there's a bug displaying ground level AE, i thought the ability was nerfed, until i realised my Holy Shield wasn't doing the same thing it did before....reactive holy damage from blocking.....or was that me not paying attention, maybe it is, or isn't...something i will have to check up on. Hammer of Righteous and Crusader Strike share the same cool down, so if you miss click, you have 3 seconds until your AE ability or solo ability comes back up...this is unfortunate when you group pull, and click crusader strike by accident! lol
Avenging Shield (Or thy holy frizzbie) hasnt changed, although there is a free AS randomly ...now and again, that triggers. /shrugs even if your frizzbie is on cool-down it is refreshed.
Holy Wrath..well now, works on all mobs, but will also stun/daze undead or demons. TBH, i found myself spamming this more than Consecrate.....since i couldn't see Consecrate anyway...!!

The rotation seemed a little CLUNKY if you asked me, i ended up tying my HR and Avengers Shield to a Macro

#show
/castsequence reset=2 Hammer of the Righteous, Avenger's Shield

This worked better for me, i could click on Hammer of Righteous and hover of the key until it turned back to HoR again, until i got 5 Holy Power. Or i could just spam the 1 key, however i would need to work out figures of threat difference if i do that.

Verdict.
Different, nobody likes change striaghtaway, ..however, its challenging and i think im liking it. Yes, looks like we have been brought down a peg for AE tanking, but im sure glyphs and tweaking rotations and abilities will prove a different style of play, rather than a different character. However, these are big changes to play style.....i'll have to get back to you on this....

Wednesday, 29 September 2010

Cataclysm Update - Part 2



Talent Tree.
So..quite a difference in the talent tree set-up. It looks a little vanilla doesn't it? but it looks as if they have condensed everything into half the amount of talent point abilities. I'm not going to list all the new spells and abilities, as these could change and tweak in the months ahead. But you get a fair idea of where the paladin tank is heading towards with the script Blizzard is putting out in its message.
Other than sticking Righteous Fury on, and stacking stamina and strength, (depending on the paladin tank conversion) im lost in the "where's my mana pool come from?"
Customisation
Now..come on Blizzard, get with it..every other MMORPG game out there new and recent has colour customisation. I remember 1 year ago raising a ticket for hair colour change & style, a
nd interestingly, we got it. Doubt that was purely down to me, but the conversation with the support Gm was quite a good one.
Yes, we're a bit sick of everyone looking the same, ok fine, the gear can look the same (model) but changing the primary or secondary colour should'nt be much of a head-ache...considering you have mastered the hair cut. More depth of individuality! Thats what we want. ..or maybe just me. So i'm a little disappointed there..since my other half will only wear gear that matches...go-figure ;) and what about some tribal tattoo's....ok i've stepped over the mark with make-up?
Animation
After reading through some of the new spells, it looks like the paladin is going to be pumping out some funky animations. I'm a little worried about being blinded in a tanking match with a boss that im hardly going to be able to see. That aside i'm sure it'll be fine, although FPS might take a hit..
Content Vs Out-dated GFX engine
You can play a game with high end graphics that has complete and utter crap game content, or sketchy RP and quest lines. Blizzard has very successful for over 4-5 years with the same graphic models of your avatar and item gear. Yes, its some-what basic on comparison to other more modern mmo games out now, but none of them come even close to warcraft's game content, and familiarity. Lets be honest, how often do you zoom into your characters face in Dalaran? Vs how long you have played? My bet is out of 12 hours a week of playing wow, you've only looked at your characters graphics for 5 minutes tops...while you put on your new shoulder armour and checked the size of your ass in the mirror? Looks like Blizz continue to keep the game engine simple, accessible for all area's of hardware performance. And i dont think anything will change. :) Prehap's this is where our imagination works the part that blizzard, does not..keeping us hooked in.

Thursday, 26 November 2009

Greatly Improved - The respec

Well that was certainly an improvement, although it was only a 5 man Daily Dungeon and Heroic Daily run, there was allot more AE control. And my health bar hardly moved at all.
So the confidence is back, and my mana starvation has now gone, thanks to the respec. I have an Ulduar raid tonight, so hopefully these changes and glyph changes will see a real difference.
I cant wait for Onyxia on Monday either, as im sure the changes will make a great improvement on whelp control.

I had to wipe out my remix ui, i began to hate it, but took what i did like about it with me. And customised my own personal one. Which is much much less cluttered, and im able to see alot more multiple trash easier. I'll upload a screen shot later. For now, its time to test out the respc in raids this weekend.

Wednesday, 25 November 2009

Refining the Tree

Respec Talent Update
While having a read through EJ, i felt i needed to catch up on some talent abilities and read up their explinations. Seems i had over looked a few things from my original spec, which was put together very quickly when i turned 80. Old Spec

Gearwise, i am happy, bang in the middle of what i was aiming for, not too high, and just right for 10 man raiding. Although i may jump into the occasional 25 pug on the weekend too, and chance my luck. Looks like i could use some more hit rating, and a re-think on my rotations aswell.

[Hammer of the Righteous] (HotR): Excellent threat against up to 3 mobs at a low mana cost, or 4 with the [Glyph of Hammer of the Righteous]. Damage per target is not as high as ShR, but total damage against 3 targets is greater than ShR damage. Do you know what?...2 weeks back playing, and i dont think this ability is even on my action bar!!

Glyphs.
Hammer of the Righteous
Divine Plea
Righteous Defence

Some work to do tonight i feel...

Tuesday, 25 August 2009

3.2 Head, Shoulders, Knees and Toes...


Since my return to tanking (from being a DPS Death Knight) and taking advantage of the new 3.2 Emblem system. I have had to list the gear here so i dont loose track. It's pretty bad to say that i need something to refer back to constantly. But thats now become the nature of the game, and a few people in my guild have fallen into that abyss also..more on that later.
So here goes..i will grey out what i have managed to achieve.

[Conqueror's Aegis Faceguard] 58 [Emblem of Conquest]
[Conqueror's Aegis Breastplate] - 58 [Emblem of Conquest]
[Shieldwarder Girdle] - 28 [Emblem of Conquest]

[Conqueror's Aegis Handguards] VoA25
Conqueror's Aegis Legguards VoA25
Or
[Gauntlets of the Royal Watch] - 28 [Emblem of Conquest]
Or
[Wyrmguard Legplates] - 39 [Emblem of Conquest]

[Regal Aurous Shoulderplates] TOC
[Dreadscale Bracers] Northrend Beasts
[Platinum Mesh Cloak] - 25 [Emblem of Valor]
[Spiked Deathdealers] - Crafted

I have spent more time on my paladin than my death knight since patch 3.2 came out, nobody needed dps for ToC5, only tanks in the LFG channel. On top of that, there has been an inconsistant attendance of tanks for our current raiding schedule, ..and quite frankly im getting a bit tired of asking folk to use their offspec to see us through a raid night. Although they dont mind it, its hardly the point, can i still roll on dps stuff, or tanking stuff Q. A vaild question, but not something i don't want to answer going through a raid in whisper. Quicker loot is done with, the quicker we move on, or rejoin the raid party progressing.
The guild vote on the forum pretty much spoke louder than words.
I also find it easier to talk on vent with the paladin, the DK is pretty much key mashing to keep your dps up. Paladin, i have about 5 seconds of nothing to do but look about and check where everyone is. I think for the sake of understanding and clarity, i will remove my death knight from the guild and park her somewhere..Yes, this is a permanent change.
So, its about time i got on the Heroic bandwagon, and farmt he hell out of Northrend, and pray to god that we win Wintergrasp this week.


We have had to reshuffle our outlook in 3.2, because we found ourselves locked in confusion about which raid..is higher than the other..25man Naxx Vs 10Man Ulduar. Ontop of that, some of our "2nd language is english" havent quite grasped the emblems for T8 head gear yet either. Ontop of no confident of getting in there with a pug and farming away. So i have had to take stock of all this and re-do the raiding back to 10 man, and re-focus everyone into the emblem system (both Conquest and Triumph) ..sounds odd right? a little, but these things do confuse you when you dont have as much dedicated time as someone who doesnt have a partner and 2 kids and a job to keep paying the bills!

So thats where the GM and Raid leaders have to consult each other and get the momentum and direction back, and im glad to say after a guild wide poll (which will be ongoing) we have that now. Ulduar 10 and ToC 10, lots of Heroic ToC 5 man and Heroic Dailies..C'MON! get in there :D

Raiding will still be 3 nights a week, but wednesday's will be more of a non-official ToC 10 while i manage the Mon Tues Uldar 10, backed up by Tarnya on Thursday's Ulduar. HaG continues on Friday,....which i hope to get folk not doing ToC 5 and daily heroics..on the right path of confidence. Position as tank and GM is easier, being able to lead this way round seems to be more practical, being one of the key roles in a group..the tank.

Ahh almost forgot

/script dr=function(x)return 1/(1/16+0.9560/x)end;DEFAULT_CHAT_FRAME:AddMessage("Need 102.4 with HS for block cap. Currently at: "..string.format("%.2f", GetDodgeChance()+GetBlockChance()+GetParryChance()+5+dr(GetCombatRating(CR_DEFENSE_SKILL)/122.962)))

Wednesday, 8 July 2009

Nad returns - Level 80 Paladin Tanking Field Manual - WOTLK

Craftables
Tempered Titansteel Helm
Titanium Earthguard Chain
Tempered Titansteel Treads
Titanium Earthguard Ring
Durable Nerubhide Cape
Titansteel Shield Wall

Swords
Son's Of Hodir - Lesser Inscription of the Pinnacle
Arg' Crusade - Arcanum of the Stalwart Protector

Spec 5-54-12
3.2 Gear
Link to EJ.com

Defence - A level 83 mob (e.g., a raid boss) will have a 5.6% chance to crit a level 80 player with 400 defense. Accordingly, the player will need an additional 5.6 * 25 = 140 defense skill, or a total of 540 defense skill to be uncrittable by raid bosses. This is equivalent to 689 defense rating.


Defence - A level 82 mob (the highest level found in heroic 5-man dungeons) will have a 5.4% chance to crit a level 80 player with 400 defense. Accordingly, the player will need an additional 5.4 * 25 = 135 defense skill, or a total of 535 defense skill to be uncrittable in heroic 5-mans. This is equivalent to 664 defense rating.

Hit Rating - Against a raid boss, melee and ranged attacks have a base 8% chance to miss (this is changed from TBC, where ti was 9%), so 263 hit rating is required to eliminate all melee misses if there are no other bonuses to hit.

26.23 hit rating = +1% chance to hit with spells. For our purposes, this only applies to Righteous Defense.

26 expertise



Gems and Enchants

Head
[Arcanum of the Stalwart Protector]: 37 stamina, 20 defense rating. Argent Crusade: Revered
[Arcanum of the Defender]: 16 defense rating, 17 doge rating. Keepers of Time: Revered

Shoulder
[Greater Inscription of the Pinnacle]: 20 dodge rating, 15 defense rating. Sons of Hodir: Exalted
[Lesser Inscription of the Pinnacle]: 15 dodge rating, 10 defense rating. Sons of Hodir: Honored

[Greater Inscription of Warding]: 15 dodge rating, 10 defense rating. The Aldor: Exalted
[Inscription of Warding]: 13 dodge rating. The Aldor: Honored
[Master's Inscription of the Pinnacle]: 52 dodge rating, 15 defense rating. Requires Inscription (400)

Cloak
[Enchant Cloak - Titanweave]: 16 defense rating
[Enchant Cloak - Major Agility]: 22 agility
[Enchant Cloak - Mighty Armor]: 225 armor
[Enchant Cloak - Superior Agility]: 16 agility
[Enchant Cloak - Steelweave]: 12 defense rating

The raw efficiency of Major Agility is mitigated somewhat by the fact that agility is not an optimal tanking stat, but it's still the best enchant to get if you're interested in pure avoidance. Mighty Armor is good if you're going for mitigation, and Titanweave is obviously the best enchant to get if you're still looking for defense.

Note that the high-end enchants are pretty expensive (Titanweave requires two Titanium Bars, for example) so if you're tanking on a budget the weaker enchants will give you more value for your gold piece -- especially if you're still using a blue cloak, for example.

Chest
[Enchant Chest - Exceptional Resilience]: 20 resilience
[Enchant Chest - Super Health]: 275 health
[Enchant Chest - Powerful Stats]: 10 to all (primary) stats
[Enchant Chest - Greater Defense]: 22 defense rating
[Heavy Borean Armor Kit]: 18 stamina
[Enchant Chest - Super Stats]: 8 to all (primary) stats

Greater Defense is the most itemization-efficient, and definitely the way to go if you still need/want defense, or if you can use the enchant to switch defense gems to something else. The super and mighty health enchants are only worth ~15 and ~10 stamina, since they don't get any effect from BoK or stamina talents; generally the stat enchants are going to be better than these if you don't want the defense. Resilience should only be used if you absolutely need it to reach the crit cap (such as with resistance gear). The armor kit comes out to 227 hp on average with talents and BoK; not as good as the health enchant, but not far off and a great deal cheaper.

Wrists
[Enchant Bracer - Major Stamina]: 40 stamina
[Enchant Bracer - Major Defense]: 12 defense rating
[Leatherworking: Fur Lining - Stamina]: 90 stamina (req. 400 leatherworking)

Major Stamina is the most efficient option here by a significant margin. The only reason to go with the defense enchant is if you absolutely need it to reach the crit cap and you have no other options.
(Blacksmiths have an option to add a prismatic gem slot to their bracers. This does not count as an enchant.)

Hands
[Enchant Gloves - Armsman]: 10 parry rating, +2% threat
[Enchant Gloves - Major Agility]: 20 agility
[Enchant Gloves - Precision]: 20 hit rating
[Enchant Gloves - Expertise]: 20 expertise rating
[Heavy Borean Armor Kit]: 18 stamina
[Enchant Gloves - Major Strength]: 15 strength
[Reticulated Armor Webbing]: 800 armor (req. 400 engineering)
[Hand-Mounted Pyro Rocket]: 1035-1265 fire damage, 1 min cooldown (req. 400 engineering)

All of the WotLK enchants are viable choices here, depending on what you want/need. Personally I'd recommend skipping Armsman until you get to the point where threat is actually a concern. The Major Strength enchant is from TBC, and should only be used if you're hell-bent on maximizing block value and dps. The armor kit is less efficient than the other options but if you really really want stamina, there it is.

If you're an engineer, the armor modification is excellent. At normal armor levels for a prot paladin, it'll reduce incoming physical damage by roughly 1.5-2% before blocking. The hand-mounted rockets are a fun toy, but between Hand of Reckoning and Exorcism, they're not likely to be necessary.

zeida: A note about the pyro rocket modification: They have an extremely wide firing arc (nearly 180 degrees) and a 45 yard range. Although the new single target taunt obviously offers superior damage and threat, and doesn't consume an enchantment slot, it will not possess this range or arc of the glove enhancement. I must confess I do use these, because I like to chain pull trash and they cut downtime substantially, but from a pure tanking standpoint, they are indeed hard to defend in terms of utility and worthiness.

Waist
[Eternal Belt Buckle]: Extra prismatic gem socket

The one and only good thing to put on your belt. Doesn't affect the belt socket bonuses in any way, so fill it with whatever you need most.

Legs
[Frosthide Leg Armor]: +55 stamina, +22 agility
[Jormungar Leg Armor]: +45 stamina, +15 agility

(Leatherworkers get a cheap leg armor patch with the same stats as the epic armor kit, but they can only use it on their own armor.)

The blue armor kit is a good deal cheaper than the epic kit, so plan accordingly if you're expecting upgrades soon.

Feet
[Enchant Boots - Greater Fortitude]: 22 stamina
[Enchant Boots - Tuskarr's Vitality]: 15 stamina, +8% run speed

The run speed improvement on Tuskarr's Vitality does not stack with the 15% increased run speed from the Pursuit of Justice talent. Take this into account when planning your build and your enchants.

There's also an engineer-only boot gadget, [url=http://www.wowhead.com/?spell=55016]Nitro Boosts][/b], which increases your run speed for 5 seconds on use, with a 5-minute cooldown. At first glance, this looks like a nice answer to one of the weak spots of paladin tanks: the inability to close distances quickly (e.g., Intervene, Feral Charge, Death Grip). However, the rather unfortunate drawback is that the boosters have a chance to backfire and launch you straight up in the air. When this happens, mobs that you're tanking will lose aggro on you and run off to beat up other people, and you'll die from falling damage when you come back down unless you have Divine Shield ready, or your cloak has the parachute gadget. While this can obviously be an entertaining effect, your 25-man raid won't be particularly pleased if they wipe on a difficult fight because your boots malfunctioned. So use these only if you're really sure they won't get you into trouble.

zeida: The nitro boost boots modification may in fact malfunction and knock the user high into the air, dropping aggro, but should this occur, he will not fall to the ground and die instantly; instead he receives the Parachute buff (just as he would being dismounted flying over Wintergrasp or Dalaran) and will fall slowly to the ground. I do not know whether this breaks on damage or not.

They have an additional possible malfunction not mentioned - they will sometimes be fully ineffective and do absolutely nothing.

I personally do have the nitros on my tanking boots as a PoJ specced paladin, simply because I believe having the capacity to quickly cover great distance (even unreliably) is far more potentially decisive than 22 stamina. Obviously, using these things when I am actively tanking a major mob would be irresponsible except in dire circumstances; nonetheless I like having the option available to me."

Finger
[Enchant Ring - Stamina]: +24 stamina (req. 400 enchanting)

This is the "perk" for being an enchanter: you get 48 extra stamina from enchanting your rings in a slot where non-enchanters get nothing.

Weapon
[Enchant Weapon - Accuracy]: +25 hit rating, +25 crit rating
[Enchant Weapon - Exceptional Agility]: +26 agility
[Titanium Weapon Chain]: +28 hit rating, 50% reduction in duration for disarm effects.
[Enchant Weapon - Potency]: +20 strength

The Titanium Weapon Chain is very nice for hit-capping, and until patch 3.08 it's probably the best overall value even if you have Pursuit of Justice (they don't stack). Accuracy has almost as much hit rating and a lot of crit, so it's a solid enchant but extremely expensive right now. Exceptional Agility is the only option if you want avoidance. Potency is included because it's the only +strength enchant, so it's the only way to increase block value if that's what you're really after.

(The planned Titanguard enchant for +50 stamina to a weapon has been removed and won't appear in the game.)

Shield
[Enchant Shield - Defense]: 20 defense rating
[Enchant Shield - Major Stamina]: 18 stamina
[Titanium Plating]: 40 block value

Defense or block value is generally the way to go here; Major stamina is a TBC enchant and should only be used if you really really really want stamina and you can't get it anywhere else.


Quick and Dirty guide to getting level 80 gear


This is a list aimed at tanks starting leveling in Northrend who need to put together a set of tanking gear quickly, but can also be useful for people looking for pieces in a slot or two. All the items listed here are blue quality, and can be obtained through quests, reputation, or crafting. Drops are not included because the intent is to give a list of gear that can be obtained quickly.
Starting at 71-74, do all Wyrmrest quests at the Wyrmrest temple. Once you've completed these, purchase a Wyrmrest Accord tabard and put it on. (Don't let the first level 80 instance catch you by surprise.) Continue wearing the tabard, and do the daily quest at Wyrmrest temple every day as you level until you reach at least Revered with the Wyrmrest Accord.
At level 74, get yourself a [Tempered Saronite Belt] off the Auction House or have someone make you one. Buy and attach an [Eternal Belt Buckle] to it, and socket it with a [Thick Sun Crystal] for a total of 69 defense rating. Optionally, purchase other pieces in the Tempered Saronite "set" to use as leveling gear or as fallback pieces in case you can't get one of the recommended items before you start raiding or doing heroics.
Head to Zul'Drak as soon as you can. (level 74 or so) and find a partner to do the "Wanted: Ragemane's Flipper" quest at given the first Argent Crusade camp. Get [Crescent of Brooding Fury] for completing the quest.
Still in Zul'Drak, follow quests to Argent Stand (the major Argent Crusade base in the zone). Do quests there to improve your Argent Crusade rep, including the dailies. Continue to do these daily quests every day as you level until you reach Revered with the Argent Crusade. (There are more quests that give Argent Crusade rep than Wyrmrest rep, so don't take off the Wyrmrest tabard until you're finished with Wyrmrest rep.)
Move back to the west edge of Zul'Drak and do the quests from the Argent Crusade Forward Camp for more AC rep. Also do Stefan's quests from Ebon Watch to acquire [Betrayer's Choker]. Socket it with a [Thick Sun Crystal] for a total of 29 defense rating.
When you reach an appopriate level (76-ish) start keeping your eyes open for a Gundrak group to complete the "For Posterity" quest and get [Solid Platinum Band].
When you go to train at level 77, get a [Saronite Bulwark] off the Auction House.
When you go to train at level 78, get some [Daunting Handguards] off the Auction House. Once back in Northrend, go to Wyrmrest Temple and purchase [Cloak of Peaceful Resolutions], and then go to the Argent Crusade camp in the southeast corner of Icecrown and purchase [Special Issue Legplates]. Apply a [Jormungar Leg Armor] to the legplates and socket them with a [Stalwart Huge Citrine] for a total of 87 defense rating..Also buy an Argent Crusade tabard and have it handy to switch when you do this.
Starting at level 78, keep your eyes peeled for groups for Halls of Stone to do the Brann Bronzebeard event and get [Pauldrons of Reconnaissance], and for an Oculus group to do the quests inside for [Bracers of Reverence].
Optionally, also keep your eyes peeled for Utguard Pinnacle groups; the instance will give you Rep with whatever faction's tabard you're wearing, and the plate chest reward from the quest in the instance is a useful intermediate and backup piece if you have trouble completing Wyrmrest rep.
Starting from the Argent Crusade camp where you purchased the legplates and tabard, complete the quest chain given by Tirion Fordring through the building of the new tower, and obtain [The Crusader's Resolution].
Follow the breadcrumb quests to your faction's airship and do quests for Thassarian (Alliance) or Koltira Deathweaver (Horde) to establish the new Ebon Blade base at the Shadow Vault. If/when you reach Honored, purchase [Toxin-Tempered Sabatons].
When you reach Revered with the Argent Crusade, purchase [Arcanum of the Stalwart Protector] and apply it to your helm.
When you reach level 80 and Revered with the Wyrmrest Accord, purchase [Breastplate of the Solemn Council].
As soon as possible, go to K3 in Storm Peaks and follow the chain starting with the quest "They Took Our Men!" until you get access to the Hodir quartermaster. Then begin working on dailies and other quests until you reach at least Honored with the Sons of Hodir and purchase [Lesser Inscription of the Pinnacle] and apply it to your tanking shoulders. This does not need to be done to become uncrittable with the recommended set if you follow the instructions, but you should start on it as soon as you can find the time in order to work your way up to Exalted for the epic inscription.
If you have not already, obtain the following enchants:
A +12 defense rating enchant to cloak.
A +22 defense rating enchant to chest.
A +40 stamina enchant to bracers.
A +20 hit rating enchant to gloves
A +22 stamina enchant to boots.
A [Titanium Weapon Chain] to weapon.
A +20 defense rating enchant to shield. In total, you should have an additional 54 defense rating from enchants.
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Enough is Enough,...With 3.2, new heroics, and an overhaul of the badge system before Maelstrom..whenever that is, im bringing Nadiastorm back into the game. There are a number of reasons why, many of which i should or should not say, but the main difficultly has been finding my role as a DPS ..limiting to what i am used to, and damned annoying when there is no tank available. Plus i have played this class for 3 years and feel alot more comfortable with it, and im not messing about with any indecision about it....Nad's coming back out of retirement

Friday, 17 April 2009

Musing....

Nadiastorm
http://www.wowhead.com/?talent#sV0bZE0tAbuMhoIufzE000b Prot
#Show
/castsequence Judgement of ####, Holyshield
offspec http://www.wowhead.com/?talent#sV0bZVZEfbtbIhhdIfsu Ret
...to be continued

Wednesday, 22 October 2008

3.0.2 Gear Spreadsheet

And Deeper into the gear charts for current patch
http://spreadsheets.google.com/pub?key=pxRKUgjn9TRr-KY-8OzuQRQ

POW-PPPPPP-POW

Well, that didn’t last very long at all did it?
After playing a little on the PTR before the patch came out I wasn’t too impressed at the changes made. However in my typical subburn self of double checking and taking a leap of faith I hooked up Nad's shield and Sword and had a blast around the Isle of Dailies.
Much to my surprise, I appeared to be cleaving my way through mobs with very relative ease. I was addicted to the RSI & bunny staring at the head lights syndrome of right click, left click, 12121212 (Hammer of Righteousness and Holy Shield). Bagging my Armani Punisher and switching to the Blue rep reward sword from SSO, I found a new level of glee watching HOR crit for over 1k. Then higher when I switched to the Aldor rep epic sword, for 1.3k Holy damage.
WTF have you done to my pala Blizz? I think I love it.
No more crushing blows 102.5% bollox, just 490 Defence and get on with it…And about bloody time, feels like the paladin class have been relieved of its pink condom and allowed to breath, DPS, and tank with a decent proper tanking sword, mana issues sorted out with a buff that was more relevant to tanking (Sanctuary). Spell damage in relation to total stamina. Hammer of Justice interrupts spell casting on bosses…..who ever you are on the side of paladins, you deserve a Christmas bonus my friend, from both Ret and Protection paladins alike!
The pain in the ass now, is now getting a sword to get me back upto 490+ defence. -20 defence from anticipation, replaced by 5% dodge.
There's Honor"s Call and then there's The Sun Eater and its rpeety much a gamble of whether i will get HH rep first or H mech gets lucky.

Tuesday, 7 October 2008

Whats in a name...Nadiastorm Retires

A name means alot to folk that follow it, who are familiar with it. It has it's pro's and con's and all balances between good and bad reputation that name has earned throughout its gaming career.
I'm happy to say I have loved every moment, both good and bad as my career as a protection paladin. From the early days of tanking, when it was'nt a paladins role to tank at all other than be Ret or Holy specced.
As a GM, nothing changes, im the same player through and through, with the same mindset for a casual guild. Making good use of those who share the ideal of casual gaming and raiding and getting somewhere on the night.
It had to come to a point where I questioned whether I would play another class sometime, and I thought that time would have been on the release of The Burning Crusade, but circumstances prevented that, a guild split etc brought Nad up to the fore-front again by the members remaining to get a new guild going, …TDD. Otherwise i would have rebuilt TBR.
Im confident today that the guild will remain stable through the TBC to WOTLK expansion, folk are beginning to relax, think ahead, and enjoy the game for what its meant to be, a game. And the pressure of driving forward has subsided a little and people are more focused on their roles. Some new faces having also the oportunity to shine and show their skills and personality too. Everything seems to look, long standing, and even if there was a blip again, im sure we would still continue to survive as we always have, and a team fo friends. They have stood the test of adverse conditions of guild drama and politics to still remain loyal with the guild.
Other than enchanting people who still need enchanting, before the patch, Nad will remain dormant within the guild until the expansion, where I hope to return her back to where she belongs. She will be up for tanking 25 man's as required byt as a status of ALT should any ask if i want loot.
I have a lot of fond memories and experiences as a paladin, and will remember them all. And for what i really wanted to do, instead of doing what i felt was nessesary to keep online friends together within a guild, with something to do, now is the time to bid farewell to Nadiastorm.

Wednesday, 24 September 2008

WOTLK Talents

http://wotlk.wowhead.com/?talent=sZE0xIxcz0gqekGoVbx
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
http://wotlk.wowhead.com/?talent=sZE0xIxcz0gqekGoVbx
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 mmo-champion.com:
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)

Wednesday, 9 July 2008

Rusty

ZA was a good test ground for the increase spell damage from the mace.
The swing is a bit slower than the crystal forge by 0.1 sec, but the aggro generated was very good to keep a hold of things.
The bear boss was ok, but for some reason I felt very rusty last night tanking. But I think I managed ok in the end.
The new gemmed items of avoidance and increased spell damaged over-all worked well and I am quite happy with it. Although I think I may need to adjust my spell rotation with a slower weapon to use Seal of Vengeance instead of Righteousness for boss fights. I had to hold back on using any abilities on the bear boss so I didn’t pull aggro off Jinn before the troll to bear change. But that is a good sign, knowing that with a few abilities I could jump aggro to take aggro back again, if needed, without using taunt.
It's been a while since we have been to ZA but downing the first boss was a good come back, and we had new faces for the eagle boss, and ZA in general. So I think over-all it was a good run to get us back in the ZA saddle.

Friday, 4 July 2008

First time tanking Gruul's

With Spell Damage at 330 and wearing a combination of T4 and stamina gear, my aviodance was pretty good. On 15 grows was where the problem became a pain on the healthbar. But this was also down to the amount of dead raiders in the group with all the party bouncing and cave in's on folk. DPS race it is indeed.
For the next attempt i will go for MT again, to begin with i didnt put myself forward to MT him, until later.
I have been reading up on Maintankadin on the fight, and seems that putting the MT's threat as high as possible so the DPS can go FULL out is part of the key to killing Gruul on around 12 grows, on average. So i think a little raid co-ordination and experience put together for the next run will have the cat in the bag so to speak.
It wasnt until 10-13 grows i noticed my health bar start to bounce to 50% and back so if i could maintain a lead until then to allow the DPS to really smash some dps on him, so that by the time he is at 20% health he should be at about 10 grows. Allowing the MT to live a little longer, and having the OT as backup incase the MT gets thumped!
Healthwise, i think my total health is ok to sacrifice some HP for agility & Def gems on my shoulders and gloves, more aviodance is less damage, and it becomes a balance of more HP for less aviodance and vise versa. 18K buffed is fine, 17.5K buffed is also fine.
Some buffs where missing from my regular raid setup, wizard oil and probably sorcerer flasks purely for threat, if i boost my spell damage to 35) or even 400 then that should give ample room for the DPS to go for it. Also in hindsight, some MD's would help too...

Thursday, 29 May 2008

Ok, so i was rethinking my spec. One thing that has changed in it was the losing reckoning. When i have time, i am going to test the respec talent tree below. But i took One Handed Weapon Specialization **: (Rank 5) Increases all damage you deal when a one-handed melee weapon is equipped by 5%.Sometimes people are not clear on the tooltip for this talent and tend to think that it only increases white damage. Actually, it increases ALL DAMAGE you do while you have a one handed weapon equipped… meaning spell damage AND white damage, by 5%, making it a 5% overall increase in threat. Definitely worth the points to replace reckoning.
Taking off Improved Seal of the Crusader is a bit of a gamble for me, and will have to see the difference by tesing it

Wednesday, 28 May 2008

Nightbane

Now thats a fight for your graphics card huh?
Interesting fight for the paladin having the fear problem. I took notes off others who have tanked nightbane before, using macros for the shields (bubbles) to break the fear, and also using the pvp trinket. Then balancing out the CD of all three, and knowing that fear ward is going on me now and then also.
After a few attempts, we managed to down Nightbane after some shuffling of healers positions ( i heard on Vent) about being out of range when the fear happened. And by then i managed to get a grip of the position, the fear CD and knowing MD from Skoog and Punkgirl where always there to back me up on the landing phase. They all really worked well together, the guild, the raid team.

One thing thats jumped up this last fight, i am loosing aggro.
With spell damage sitting at 265 buffed, the mages, warlocks are all now in the plus 800+ and 900+ spell damage, and the mages have also tweaked their talents for more dps output.
Im still using the crystal forged sword (Blue) from BEM, that Mike gave me 6 months + ago. So im sorely needing to upgrade there, and prehaphs its best i try and get the pvp mace to get me by for now....