Archive for the Uncategorized Category

Upcoming Tier 10 Set Bonuses

Posted in Uncategorized on October 8, 2009 by Rudy

Holy
(UPDATE) 2P Bonus – While your Divine Illumination talent is active, your healing spells are increased by 35%.
(UPDATE) 4P Bonus – Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.

(PREVIOUS) 2P Bonus – The cooldown on your Divine Favor talent is reduced by 60 sec.
(PREVIOUS) 4P Bonus – Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.

Protection
2P Bonus – Your Hammer of the Righteous ability deals 20% increased damage.
4P Bonus – When you activate Divine Plea, you gain 12% dodge for 10 sec.

Retribution
2 P: (Updated) Your melee attacks have a 40% chance to reset the cooldown on your Divine Storm ability.
4 P: (Updated) Your Seals and Judgements deal 10% additional damage.

(PREVIOUS) 2P Bonus – Your Seals and Judgements deal 10% additional damage.
(PREVIOUS) 4P Bonus – Your melee attacks have a 4% chance to reset the cooldown on your Divine Storm ability.

Coliseum Cleared

Posted in Uncategorized on October 3, 2009 by Rudy

Congratulations to the Dragoons Team of Initech in clearing all of the Coliseum (10)

Happy Pirate’s Day, YARR!

Posted in Uncategorized on September 19, 2009 by Rudy

Pirate

Ulduar 10: Vezax

Posted in Uncategorized on August 27, 2009 by Rudy

vezax1

The other night our guild took down Vezax the first time. Congrats Initech!

vezax2

The fight is relatively easy if the group interrupts the Searing Flames. Once you have that down, the fight becomes a tank and spank.

If you have a DPS shaman, the fight is extremely easy because of Wind Shear. Why? Wind Shear is not affected by the GCD. Nerf Shamans!!

Overall I think the Vezax fight was meh!

3.2 is live

Posted in Uncategorized on August 4, 2009 by Rudy

Woot!

Here are the changes to the Paladin class. You can also view the rest of the patch notes using the link below.

http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

Also MMO-champion has a nice 3.2 compilation

http://www.mmo-champion.com/

Enjoy

Paladins

* Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
* Charger: Can now be learned at level 40.
* Crusader Aura: This ability now also grants its flying speed increase to a druid’s Flight Form and Swift Flight Form.
* Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
* Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
* Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can’t be dodged, parried or blocked.
* Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
* Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor.
* Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
* Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
* Seal of Blood: This ability has been removed.
* Seal of the Martyr: This ability has been removed.
* Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack and the effects from these seals can only be triggered by auto-attacks and Hammer of the Righteous.
* Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player’s level and caps the maximum damage benefit from shield block value at 34.5 times the player’s level.
* Warhorse: Can now be learned at level 20.

* Talents
o Holy
+ Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
+ Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
+ Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
o Protection
+ Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin’s defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
+ Guarded by the Light: This talent will no longer cause Divine Plea’s duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.
o Retribution
+ Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.
+ Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.
+ Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
+ Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

Smells like Rick Astley

Posted in Uncategorized on July 24, 2009 by Rudy

Tier9 Model Update

Posted in Uncategorized on July 17, 2009 by Rudy

Much better. Still an ugly model but the colors are better

t9

MMO Champion All

T9 Bonus

Posted in Uncategorized on June 24, 2009 by Rudy

Paladin T9 Tank

    2P Bonus — Decreases the cooldown on your Righteous Defense ability by 2 sec.
    4P Bonus — Decreases the cooldown on your Divine Protection ability by 30 sec.

Paladin T9 Retribution

    2P Bonus (Righteous Vengeance) — Your Righteous Vengeance talent now has a chance for its damage to be critical strikes.
    4P Bonus (Judgement) — Increases the critical strike chance of your Judgements by 5%.

Paladin T9 Holy

    2P Bonus (Judgement) — Increases the duration of your Judgements by 10 sec.
    4P Bonus (Holy Light) — Increases the critical strike chance of your Holy Light spell by 5%.

Ulduar Paladin Tank Tip

Posted in Uncategorized on June 4, 2009 by Rudy
Kologarn

Kologarn

Kologarn
Grabbing the adds can be a chore since they scatter once they appear which will cause some annoyance with the raid if some escape.

Tip
Immediately after the right arm has been destroyed be sure to stand in the rubble then cast concentration. This will ensure the pack of earth elementals will get hit by your concentration when they appear. If you are a second or two late the elementals will scatter and attack the party.

FYI – You may need to compensate for your personal latency.

Once you have established control of the elementals, kite them to Kologarn’s body. Then any splash damage will hit the adds and eventually kill them. Also this will keep you safe from the eye beams and allow you to obtain the bosses aggro (if necessary).

When the right arm re-generates, ask the raid to kill the remaining adds (if any). Then help DPS then move into position once the right arm has been destroyed. Rinse and repeat.

Paladins Should Offtank Ulduar 10-man.

Posted in Uncategorized on May 21, 2009 by Rudy

I have experience the first half of Ulduar 10-man (excluding The Assembly of Iron) and notice one thing, a lot of adds appear during the boss fights. Is this Blizzard subtle way of saying, you may want a paladin to offtank the adds. Then your fight will be easier.

Think about it. Numerous adds will appear during the boss fight and must be killed asap. A paladin has better abilities to quickly hold the adds at bay while the DPS kills when no issues of anyone pulling aggro.

For example: Razorscale has adds appear when the boss in-flight. If a paladin offtanks all of the adds, it allows the DPS to focus on one tank while the maintank can worry about the Sentinel (if they appear) and the boss.

I am not trying to discourage groups not to use other tanks (Warrior, DK and Druids) but if an encounter is difficult and the adds are too much a paladin is your best choice to AoE Tank.

-Salud