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Brentwood, California, California, United States
"Cowards die many times before their deaths, the valiant never taste of death but once." -Julius Caesar
Showing posts with label Raiding. Show all posts
Showing posts with label Raiding. Show all posts

Thursday, July 9, 2009

Response to "Q&A Series: Paladin"

About an hour ago (starting this post), Bornakk posted a list of questions and answers in the Paladin forums. After reading it, I think I'd like to take the time to give some commentary and talk on some concerns that have been alleviated, and created, by various answers. I will not be responding to every piece of the post, however, as not everything requires a response, and I don't want to waste time with a dozen responses that are all a variation of "cool".

Q. Do we feel Flash of Light and the changes in store for it will allow for additional diversification for the existing healing spells available? Aside from Healing Light, Flash of Light, and Holy Shock, are there any plans to provide paladins with other interesting healing spells later down the road?

A. Later down the road most likely, but it won’t be for 3.2 and it won’t be with something that looks like Prayer of Healing or Wild Growth. We do think paladins will have more of a use for Flash of Light now with the extra benefit to Sacred Shield. The changes to Beacon of Light in 3.2 should make paladins an exceptional dual target healer.

Hallelujah. Currently, Paladins are the artillery of healers, and I absolutely love it -- but having a variety of 'cannons' for differing situations is something that Holy Paladins are still in need of. While Beacon of Light has definitely made a huge impact on our raid healing capabilities, as will this Flash of Light change, I'm hopeful that whatever Blizzard has in mind will further expand our healing potential without drawing too much focus off of the power of our nuke healing capabilities. (Seriously, 20k Holy Light bombs every ~1.2-1.4 seconds is awesome.)

Community Team: Now that we’re on the topic of paladin buffs and spells, dps and versatility has been a topic of concern for many players with respect to both PvE and PvP.

A lot of my posts lately have been in regards to Retribution, and so yes -- this portion will end up being where I spend the majority of my time responding. Retribution has been going through the most changes as of late, and thus, is getting the larger portion of my attention.


Q. All classes vary in dps from one encounter to another; however, some paladins may feel their dps can be less competitive at times in comparison to other classes, more so in straight stationary single-target dps encounters. How do we feel paladins are doing in terms of dps across the board?

A. Retribution dps is too low in PvE in 3.1. We are buffing it in 3.2 through the new way Seal of Vengeance / Corruption will work. This Seal is designed to really deliver damage once the paladin gets five stacks up, which will make it the Seal of choice for boss fights. Seal of Command will be used in PvP or PvE for short fights. We expect overall for Corruption / Vengeance to be the “go-to” Seal much of the time, perhaps even in PvP, provided you can keep the buff up.

The current problem is that, as it stands, Command will never be useful. It now functions exactly like Seal of Righteousness, but has a catch; it does less damage. In PvE, Seal of Vengeance is far more powerful in all situations, and for trash, Righteousness will do. (Trash is not worth a talent point.)

In PvP scenarios, the only thing making Command worthwhile is it's glyph, which increases the mana return from Judgements of the Wise by 8% of our base mana for a total of 33%. However, this mana is largely unneccessary in a 3v3 environment. The only time that Retribution is strapped for mana is when we are forced into a heavy support role, such as when playing double DPS in 2v2.

When paired with a healer, the vast majority of the Retribution Paladin's time is going to be spent playing aggressively in a DPS role, where our mana will be plenty high enough for the few situations where we may be required to help support the healer. Thus, the extra mana from Seal of Command is largely uneccessary. And again, in situations where Seal of Vengeance might be detrimental (Breaking CC), Seal of Righteousness can be used.


Q. Exorcism will be usable in both PvE and PvP once more which is great; aside from allowing this ability to be used against other players, what were the reasons to go down this route in redesigning this attack?

A. Exorcism never did a ton of damage to players, but it was an instant attack which meant paladins could use it while closing with an enemy. It was essentially just free damage and never a decision of any kind. The new approach to the spell prevents it from being used while closing, and also makes Retribution paladins have to pay a little more attention to their combat rotation -- you want to use Exorcism when Art of War procs, and generally not at other times.

We understand this is a small adjustment to Protection paladins, which is why we improved Hand of Reckoning. The 3.2 patch will be pretty good for paladin tanks overall so hopefully they will forgive us.

Yes, as a Protection Paladin, I wholeheartedly forgive you. Yes, I lost Exorcism, but more often than not it was only used as a follow-up to Hand of Reckoning anyway. Ardent Defender and the Glyph of Righteous Defense more than makes up for this loss, I assure you.


Community Team: Specifically with the various spells and abilities that paladins have in a PvP encounter, there have been questions concerning regarding survivability and utility, let’s get into some of these.

Being that I've already read this, I know that this is where the cheering comes. However, it is soon followed by one of the loudest facepalms I've ever had. I try extremely hard at times not to jump to conclusions with certain decisions, but still...


Q. Will it be possible to prevent Avenging Wrath from being dispelled as well? This ability is the means to allow for on-demand maximum dps output for a brief period of time and only affects the paladin.

A. It’s possible but not probable. Really this is symptomatic of a larger problem, which is that the dispel game has become too important in PvP. If the other team has a dispeller, then abilities like Avenging Wrath get totally shut down. If the other team lacks a dispeller, then they may be in trouble. This leads to junk buffs and inconsistencies on which abilities can be dispelled or not. We are going to redo the entire system, though not for 3.2. One direction to take dispelling is to give magic dispel to all the healers (since 90% of player spells are magical), but to prevent offensive dispelling of any kind, or at least prevent dispels for “your-class-is-supposed-to-have-this buff” like Arcane Int or Fort.

I cannot tell all of you how excited this makes me. Too much power currently lays in the hands of offensive dispels, as it can completely shut down a Paladin at times. From our defensive utility in the form of Hand and shield spells, and offensive utility in the form of Avenging Wrath
. This makes us quite dangerous against teams without offensive dispels, and about as threatening as a drunk with a baseball bat to teams with them. (Somewhat scary, but handled easily enough if you're moderately experienced in hand to hand combat of any form.)


Q. Do we have plans to introduce a stand-alone interrupt ability for paladins?

A: We would like to add this kind of utility to paladins. First we have to get the burst damage under control so that Ret paladins are not winning PvP encounters by blowing players up. When we accomplish that, we’ll look at finally giving them more
tools.

Then, please, I beg of you, give us a combat system that takes the RNG out of our burst, gives us more easily balanced DPS, and raises the skill cap. I understand that there's literally thousands of different aspects of the game that you're trying to fine tune still, but in order for Retribution to finally be balancable (is that word?), it needs an actual system to work with.


Q. With the slew of options to either "jump into" or "jump out of" PvP encounters for either offensive or defensive purposes many classes receive, do we have any plans to incorporate special abilities for paladins to either help them escape tough situations or quickly get into pvp battle (i.e. Deathgrip, Typhoon, Summoning Circle, Disengage, etc.)? It seems paladins are the only class without a short cool-down ability on the same scale.

A. Players are pretty good at detecting problems, but for solutions they tend to just look around at what other classes have that is working for them. Homogenization is something we fight as much as we can, which is the reason not every class has Death Grip and not every class has Charge. Judgment of Justice is intended to be the gap-closer for paladins. If it becomes a huge liability, we’ll evaluate, but at the moment paladins are doing extremely well in PvP without it.

And now, we reach the point where my face collides with my hand with such force as to send ripples throughout the planet.

Judgement of Justice is not a gap closer. It is, if anything, closer to a (mediocre) snare in it's function. It prevents the target from escaping. In order to apply Judgement of Justice, the Paladin has to have already closed the gap (10 - 30 yard range). Then, even as a snare, it fails to prevent our targets from escaping if we ourselves are snared. 100% > 34.5%
(Crippling Poison: 70%) - 57.5%(Hamstring: 50%)

And yes, we have Hand of Freedom, but this falls under the dispel problem, where an offensive dispeller can completely neuter Retribution's gap closing ability. No, we should not have 100% uptime on our target. But we should not be kited to death, either.


Community Team: We’re on our last set of questions here, so let’s switch it up a tad and talk a bit about Librams and aesthetics.

Q. Do we have plans to incorporate Librams as a more prominent aspect of the paladin class? Also, can we expect to see Librams as a physical aesthetic item on the paladin? Much like the quiver is for the hunter (except only the hunter can see their own quiver mounted on their back).

A. This is something players suggest a lot, and honestly something we’d like to do. It’s a pretty iconic image from Warcraft, especially Warcraft III, to have the paladin toting around their libram. Someone at BlizzCon last year asked if they could beat on people with it. This is a big task to put on the art team though so we would want to make sure we do it right. The same answer would apply to shaman totems and hunter quivers. On the other hand, it took a long time to finally update the druid cat and bear art so don’t look for this in 3.2.

At least this can end on a cheery note.

BE WARNED, HEATHENS! FOR THOU SHALT FACE MINE MIGHTY LIBRAM OF FACE BASHING! THY GODS HAVE DECLARED IT SO, AND THUS, IT SHALL BE SO. TREMBLE, FOR MINE BOOK COMES FOR YOU!

Wednesday, November 26, 2008

Ding 80, time to raid!

Yup, my slow ass finally dinged 80! Although, Fatal Nemesis's first raid was on Monday, and I missed the "Obsidian Slayer" by just about 300k experience. I'm still not very happy, but--what can ya do, right?

Photobucket

It wasn't nearly as painful as I thought, though; getting from 70 to 80. I usually HATE leveling, but thanks to QuestHelper and Carbonite, it wasn't that bad. I'd highly recommend Carbonite, though. It's far more fleshed out than Quest Helper is. It gives you a quest tracker that you can move around, and by clicking on small orbs next to the quest objectives it can lead you to each individual quest objective. The closest quest/objective is always at the top of the box, too, with a readout of how many yards away you are. Also, once you start running/flying towards it, you're given an "ETA" to boot. It's great. I think my favorite part about Carbonite is the map function: You're given a small minimap that you can use to zoom out, zoom in, and click and drag to view a different area. Aaaaaaaaand it tells you where friends, groupmates, and guildmates are, if they have Carbonite. It even tells you when they level up!

QuestHelper isn't too bad, either, it just doesn't do as much. If you open up your world map, it'll give you a trail of 'ants' leading to your next objective. You follow them, complete the objective, and it tells you where to go next. It's really good about giving you the fastest route to take in order to complete all of you objectives.

Now, as far as dinging 80, I've been keeping busy since then too. Dinged 80 Monday night at about ~11:30, and then moved on to heroics yesterday. First up was Heroic Nexus; that sucked. Ormorok was a reminder to get uncrittable, and to get it NOW (which I did immediately following this). He enraged at 20%, and started clobbering me for ~10k a swing...

You're Fucked

...and then he crit me. I was dropped like a bad habit. He then went on to beat the living tar out of the rest of the group, leading two of our DPS to leave. So, I brought in my buddies Silentstep and Desslock to help out Silentknight and I. Our healer was still kind of 'meh', though. He couldn't keep my undergeared ass alive. =( So, when he had to leave, we brought in Rethaed and we then proceeded to burn up the rest of the instance except Keristrasza, whom ate my face. We had to leave at that point, as raid was starting up. We tried to come back later, but she had despawned (???).

As far as the raid, it was awesome. Sartharion and his little buddies aren't too bad at all. We did clear out his drakes, as leaving them alive with our gear... prooooooobably not the best idea yet. We went around, beating up lizards and jumping through giant glowing circles, and then faced down the big fellow in the middle. It wasn't too hard, as the other twenty four people I was with had done it the night previous. I just followed their lead, dropping consecrations and beating up the little adds that spawned while dodging the tidal waves of lava. After kicking his ass, I got my T7 gloves, and I was rather happy indeed. Weeeeeeeeeeeee~

Anywho, next we jumped into Naxx for the first time. I learned quickly that my computer did not appreciate windowed mode in there, at all, and was damn near useless until Noth the Plaguebringer. (Took me that long to figure out how to fix my lag). But anywho, Anub'rekhan was easy. AoE the little adds, move away when he lets out his Swarm, and burn down the big adds when they come out to play. Collect loot. Dance happily. /dance

Next up we had Grand Widow Faerlina, who was quick to drop as well. There's not much to her, either. Kill the two followers that come with her, and let an offtank dance around with the worshippers. When she enrages, Mind Control a worshipper and use him to soothe her. Poison Cleansing totems are reccomended for her Poison Bolt Volley, too. Other than that, tank and spank, collect loot.

Theeeeeeen we had Maexxna. We did wipe once on her, because we ended up positioning against the wrong wall. Oops. But anywho, the only real tricks to her are to position her against the Southeast (IIRC it was the Southeast) corner, have the tank face her towards the center of the room, and then proceed to wail on her from behind her. Keep HoT's rolling on the tank to keep him/her alive during Web Sprays, destroy the coccoons quickly during Web Wrap to avoid losing raid members, AoE adds and dispel Necrotic Poison IMMEDIATELY when the tank gets it; preferably with Abolish Poison.

Last kill of the night was Noth the Plaguebringer. He kind of sucked. Not because he was extraordinarily difficult, it's because one of the offtanks (/kicks himself) was lagging too hard to pick up adds because his dumbass was playing in windowed mode. After playing in full screen to get rid of the lag, I was able to collect adds no problem. We smoked him. Oh, make sure you decurse fast too, mages/druids. Ten people are cursed every thirty seconds; dispel them all, because for every target missed, the raid takes ~23,000 damage. Yaaaaaaaaay! Have fun with that one healers. <3 href="http://www.wowwiki.com/Culling_of_Stratholme">Culling of Stratholme too. If the developer who created Meathook reads this, I hate you. No, seriously. Meathook is not cool. Healer stands in with melee, he gets interupted for four seconds every pulse of Meathooks disease. If he stands far away, he gets wrapped up in chains for five seconds at a time and takes ~9000 damage to boot. It was a PAIN IN THE ASS to get that sunuvabitch into a position where I and the melee could be healed, but the healer would be out of LoS of the chains. Once we did that, though, the instance was easy. I even got the shield. Please don't hurt me Sith. =(

300 Music Video (Breaking Benjamin - Blow Me Away)