I figure I know a good thing or three about paladins, having spent the last seven years playing one, so I’m taking the time to write down my thoughts on the new talent tree. Exact numbers haven’t been released yet, but the general gist of the abilities has been out for a while now and beta testers have been screwing around with most of the abilities. I’m still not sure how much I like the new system, but if it really does make balancing easier than I’ll be all for it. Anything to make the days of “Fuck class X and their OP shit, I quit” over and done with.
The first tier opens at level 15 and is a choice between three different speed buffs. Speed of Light is the fastest, a 70% increase for eight seconds on a one minute cool down. Long Arm of the Law is next with a 45% increase for 3 seconds upon a successful Judgement strike. The last is Pursuit of Justice and is similar to the current talent in the Retribution tree, giving a solid 10% movement speed buff at all times and an extra 10% per charge of Holy Power.
Speed of Light looks like it will have the most benefit in PvE situations for Retribution and Holy Paladins. This will get them from point A to point B, maximizing their DPS when changing targets or allowing them to get to dying comrades faster. I can see Protection Paladins also finding this talent selection useful for the same reasons, but the flat 10% movement speed buff at all times will always be the best bet for tanks for positioning during boss fights. Long Arm of the Law will be the choice for Ret and Prot in PvE, allowing incremental speed buffs instead of relying on the one minute cool down to catch up to kiting classes. Holy Paladins should take a closer look at Continue reading
The second zone in my Zone Wrap Up is the Valley of the Four Winds. It is located on the southern edge of the new Pandaren continent and seems to be just a questing zone. The Tillers farm will be located here along with at least one Brewmaster scenario and the new Stormstout Brewery dungeon. Unfortunately, the only screen captures so far are from the video above, so I’ll leave you with just the video.
Blizzard has described it as:
A tranquil plain of lush farmland, bordered by dense mysterious jungles along the south and impassible mountains to the north. The valley is considered the “breadbasket” of Pandaria, but the year’s harvest is in jeopardy and a terrible malaise has overcome the Pandaren that live along the coast. The valley is also the home of the legendary Stormstout Brewery, where Chen Stormstout and his niece Li Li hope to journey to discover the whereabouts of their long-lost ancestors.
Unlike the Vale of Eternal Blossoms, this Valley looks exactly like I wanted the entire zone to look. Green, flowers, animals, growing things; I am more than pleased. This zone appears to be a cross between the Wetlands with water, cliffs and trees and Nagrand with its bright colors, multitude of animals, and plenty of growing things. I am loving it. Continue reading
Screen shot from the Vale of Eternal Blossoms
To help keep things simple, I’m going to try to dilute the information coming out of the Beta and Press Release for the new content by tackling each zone on its own, including the instances and raids that are (as of the time of writing) going to be there.
Vale of Eternal Blossoms World Map
To start off, we’re going to learn about the Vale of Eternal Blossoms because the Alliance and Horde hubs will be located here. It is located in the central part of Pandaria along with the Mogu’Shan Vaults raid, two dungeons, Mogu’Shan Palace and the Gate of the Setting Sun, and the Temple of Power battleground. It is a level 90 zone that Blizzard describes as:
The ancient seat of the pandaren empire has been hidden for generations, shrouded in mists and walled-off by impassible mountains. The waters of the Vale are believed to have mystical powers… which has attracted the attention of ancient enemies as well as power-hungry factions within the Alliance and Horde. What secrets lie buried below this mystical font of power?
I’m really hoping this legendary Valley isn’t going to be as brown as the Barrens like the map makes it look. Not to mention the screen shots. I demand color, Blizzard! Pink, purple, blue! Where are the FLOWERS?! Ahem, moving on… Continue reading
The Mists of Pandaria Press event happened today with plenty of stupid reveals and great things to come. I scoured the interviews, blogs and press releases to put together the things I thought were the best, the worst, or just rather noteworthy about the upcoming World of Warcraft expansion.
The obvious things we know about MoP are, of course, discussed in the press release. The Jade Temple, the Stormstout Brewery, new Scholomance, new Scarlet Monestary, Pet Battle system, Pandarians, monk class, etc. I’m not going to touch on those at all if they don’t discuss something new – and for the most part, they don’t. Luckily there is plenty of new information being given out that I’ve combed through to find the most interesting, infuriating, and just noteworthy news that’s been given out today.
We’ll start with the shit that just plain pissed me off: Continue reading
No, it’s no joke. 6 dps blood DKs, 3 DK blood tanks and a frost DK went into Heroic Firelands and took out Ragnaros all by their lonesome. No healers. Hey, Blizzard I think you finally fixed the Deathknight class, but maybe you could’ve toned it down a notch.
I don’t mean to disrespect Raegwyn or the other 9 players who spent hours working on this, but it is still absolutely rediculous. This content isn’t that old, but because of the T13 4-piece bonus and the insane amount of self healing (Sorry DKs, Vampiric Blood and Rune Tap do count as self healing) these guys were able to make a third of the Holy Trinity of MMOs obsolete. Who needs healers? Everyone roll a Deathknight!
This is what happens when the devs ignore half of their player base and only balance one aspect of the game. PvP players have been ranting about how over powered the Blood spec has been since Cata released, but they have received no nerfs and worse have been repeatedly buffed. In June of last year a Dev said the following: Continue reading
Ranavos – mage who just went DK wanted help playing a DK. This was easier to type up, so I made a blog and am adding it here now as well. It’s missing a few things, but they’re easy to look up. A lot of this is copied from Elitist Jerks and Arena Junkies. Feel free to tell me where I do stuff wrong, I actually play frost DK anyways…
Rotation can only be perfected through practice. This is how you maximize your dps and what you return to after hitting CDs/using CC/etc. If you don’t have it down through practice, you will (obviously) not hit as hard and have trouble returning to the proper rotation after being interrupted (say because you have to trinket or DG). Practice should be done first one a target dummy, then in regular BGs before taken into an RBG setting.
> Dark Transformation
> Death and Decay/Scourge Strike (UU or Death Runes are up)
> Festering Strike (BB and FF are up)
> Death Coil (Sudden Doom, high RP)
> Death and Decay/Scourge Strike
> Festering Strike
> Horn of Winter
Note: Scourge Strike is replaceable by Necrotic Strike when healers are present. Have both bound for easy access as it may be necessary to switch between one strike and the next. Continue reading