Friday, October 30, 2009
Cross Server Dungeons!! IF YOU PLAY A FEMALE CHARACTER YOU ARE GAY!!! LOLWUT?!?!
Race Changes: Pic1
Marrowgar: Pic1
Chinese banning males playing female chars article: Click
bloodqueen: Pic1
Deathwhisper: Pic1
Icecrown tower: Pic1 Pic2 Pic3
Cross server dungeons: Pic1 Pic2 Pic3
Ship Battle: Pic1
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Tuesday, October 27, 2009
Sunday, October 25, 2009
Saturday, October 24, 2009
Holy Paladin Guide
Please leave any suggestions or strategies if you would like to help out with the 3.2 edition.
Constructive criticism appreciated.
Contents:
1.HPAL 101, intro to healadins
2.Holy talents batman!
3.From HL to SS; your arsenal
4.Addons, you know you want 'em
5.Functionality; what stats do you need?
6.Fashion; what to wear, gems/chants
7. Advanced Techniques; Holy in raids
1. HPAL 101, intro to healadins
This guide is primarily intended to help out with any questions a Holy paladin may have for PvE content, whether they are a fresh first time 80, or have been rocking their pally since Vanilla. Now, before we get ahead of ourselves, let me explain what this guide will NOT cover; PvP, Leveling, Tanking, Non-Holy healing builds, Shockadins, and DPS.
What it does have is a particular set of skills...er, yeah actually. A skill most highly in demand; Healing in group instances.
Feel free to debate any information I give. If you disagree with my stat priorities, or my choice of talents, tell me, but do so reasonably and tell me why.
With that, let us dig a little deeper into a group setting and learn the basics. If you have done instances before, as a healer or otherwise, this is probably unnecessary review, and you can skip ahead to section 2.
In a PvE group, you gather with 4 other people to run through a dungeon, kill 4 or 5 bosses, and get loot. That's the idea anyway. As a healer, your job is to keep those other 4 people (and yourself) alive. What are the jobs for the other people?
Well, 3 will be DPS (damage per second), who's main goal is to make the baddies die. The other one will be a tank, who will force all the enemies to attack him, preventing the rest of the group from getting hurt. The tank is your main customer. He will take the most damage the most often, and you have to patch him back up. If the tank dies, in all likelihood the whole group will die. Same goes for you dying.
Now you are a paladin, and you might notice that there are other classes that can heal. What sets you apart? What makes you unique amongst healers?
Why, your single target heals! A paladin has the most mana-efficient, most powerful, fastest heals on one target. If only the tank is taking damage, you will be a happy camper. This however, may make our weakness pretty clear; lack of multi-target healing. The only ability that allows us to heal more than one target at once is Beacon of Light (but it's a goodie!). Early on, this weakness can be a problem, but as you advance and gear up, you will find yourself having less and less trouble healing your group.
2. Holy talents batman!
Holy
If you want to do any serious content as a healadin, you will want to get Beacon of Light. This means going at least 51 points in to Holy. Also, you won't be taking any PvP talents, so this means there is little reason to go further than 54 points in Holy. Now, as we go down the tree, these are the talents you simply must have maxed out;
-Spiritual Focus
-Healing Light
-Divine Intellect
-Illumination
-Divine Favor
-Sanctified Light
-Holy Power
-Light's Grace
-Holy Shock (HS)
-Holy Guidance
-Divine Illumination
-Judgements of the Pure
-Infusion of Light (IoL)
-Enlightened Judgements
-Beacon of Light
Now if you try just taking these talents, you will get stuck at a few points. This means you must choose some other talents to invest at least 4 points into. Your top candidates are;
-Aura Mastery
-Improved Lay on Hands
-Improved Blessing of Wisdom
-Blessed Hands
Improved Blessing of Wisdom is probably one of the best choices, however it doesn't stack with Shaman Totems, so it may be unnecessary in raids, especially 25 man (I recommend it for 5 mans though). You can go without it if you want the other talents instead also. If you like, you can even max out all 4, but this will lock you out of talents in the fourth tier of Ret or Prot. Speaking of which, lets take a look at those trees next.
Prot
The Protection tree offers extra healing and a nice cooldown if you would like to go this way. It also offers the only talent that buffs Sacred Shield. The downside is that you will have to waste a good number of points to get to the juicy talents in tier 4. If you want to go this way, talents you must get are;
-Divinity
-Guardian's Favor
-Divne Sacrifice
-Divine Guardian
-Improved Devotion Aura
Ret
Retribution doesn't have talents that are as directly awesome for healing, but it does contain some nice big juicy crit bonuses. It also has fewer (virtually no) wasted points in PvP talents, instead getting buffs for your party. Talents to grab include;
-Benediction
-Heart of the Crusader
-Improved Blessing of Might
-Conviction
-Sanctity of Battle
-Pursuit of Justice (not recommended for early content, but is viable)
Divinity vs. Sanctity of Battle
A lot of debate emerges from these two talents. With 51 points in Holy, it is not possible to max out both of these. The choices are either 5/5 divinity, or 2/5 divinity and 3/3 Sanctity. Now, don't worry to much, because the truth of the matter is it doesn't make a big enough difference to fret over.
Sanctity will give you marginally better mana-efficiency, and divinity will put out slightly bigger numbers. One thing to note is that a lot of healing will be over-heals, so you will have more healing than needed anyway. However, sometimes more potent HL's are great. It's all up to you.
If you are new to 80 healing, Sanctity will probably be the better way to go, as your heals are not going to benefit as much from Divinity, and mana will be your biggest limiting factor. As you approach higher levels of gear Divinity scales higher, but so does your overhealing.
Glyphs
Three majors, three minors. Lets start with the majors. A must have is the Holy Light glyph, which gives you your only method of healing more than 2 targets at once. Not really the greatest AoE heal, but definitely useful.
Another major slot should be taken by either the Seal of Light or Seal of Wisdom glyph, your choice. If mana is a concern at all, go with the SoW glyph. If you don't think your heals are strong enough, go with the SoL glyph.
This leaves one last major glyph slot. In 3.1 there are lots of glyphs that could all take up this spot. Candidates include glyphs of Flash of Light, Beacon of Light, Divinity, and Holy Shock.
-FoL glyph will increase your mana efficiency by giving 5% more crit.
-Beacon glyph will increase the duration by 50%, effectively reducing the mana cost.
-Divinity will turn LoH into an emergency mana button by restoring more mana to you and your target (it will also restore double that mana if cast on yourself!).
-Holy Shock makes your instant heal a bit more reliable in fights that require a lot of movement by reducing the cooldown by 1 second.
Minor glyphs aren't as amazing, but they have some good effects for Holy Paladins. Good choices are Glyphs of Blessing of Wisdom and Lay on Hands. Since seals are now 30 minutes long, glyph of the wise is pretty lackluster, but the other 3 glyphs are equally unimpressive. Go with Glyph of Blessing of Kings or Glyph of the wise for the 3rd slot.
TL;DR FOR TALENTS
Cookie cutter Holy/Ret builds;
http://talent.mmo-champion.com/?paladin=503501510200130531005152212000000000000000000000000005032050003000000000000000&glyph=000000000000&version=9767
http://talent.mmo-champion.com/?paladin=503500500220130531005152210000000000000000000000000005032050203000000000000000&glyph=000000000000&version=9806
Cookie cutter Holy/Prot builds;
http://talent.mmo-champion.com/?paladin=503501510200130531005152215032010420300000000000000000000000000000000000000000&glyph=000000000000&version=9767
http://talent.mmo-champion.com/?paladin=503501500220130531005152215032010000000000000000000005030000000000000000000000&glyph=000000000000&version=9806
Major Glyphs;
-Holy Light
-Seal of Light or Seal of Wisdom
-Choose one: Holy Shock/Beacon/Divinity/Flash of Light
Minor Glyphs;
-Blessing of Wisdom
-Lay on Hands
-Blessing of Kings
3. From HL to SS, your arsenal
Holy Light
Your standby. If you need to recover from an 8k hit, HL. If the tank is taking damage fast, HL. The only real strategy you need with this ability is to keep Light's Grace up in combat. That reduced cast time is miraculous. Infusion of Light procs used on HL aren't as amazing as they were pre-3.1, but they can improve mana efficiency (and a 13k heal is fun too!). This will probably be a big chunk of the healing you do. Great in raids and bosses, not needed as much in Heroics.
Flash of Light
Holy Light's right hand man. Cheaper, faster, and more efficient, you will probably get another big percentage of your healing from this (more so on trash, less so on bosses). IoL gives you instant cast FoL's, which are great for group healing, or giving the tank a quick top-off. Sacred Shield will give FoL an insane crit rate, further increasing it's healing per mana. Great for Heroics, not needed as much in raids and bosses.
Holy Shock
As the only actual instant heal, this spell is highly useful when you must move to avoid fire, etc.
As of 3.0, it heals for significantly more, and with the ability to proc IoL, this could easily account for 10%+ of your healing. Don't be afraid to use it if you need to get the tank back up fast, and don't underestimate this spell.
Beacon of Light
The main form of multi-healing for paladins. This talent is simply amazing really, allowing the best single target heals there are to now affect two targets. It now transfers all overhealing as well, so you should almost never have to cast a heal directly on the beacon (but you will). A general rule of thumb in five's is to have this on the tank, so if you have to heal someone else the tank doesn't get left out. One thing to remember is that there is a slight delay from the heal going off to beacon taking effect, so in case of emergency it may be better to just heal the beacon directly.
Sacred Shield
This is the closest thing paladins have to a HoT. If you are confused on how this spell works, allow me to elaborate. When cast, the buff will be placed on the target, and at this point there are no actual affects. After the target gets hit, he will receive a second buff which gives him the damage shield, and increases FoL's crit chance, for 6 seconds, or until the set amount of damage has been absorbed.
Since it can only be used on one target, most of the time you will be putting this on the tank for the mitigation and FoL crit bonus. There are situations, however, where this is better used on someone else, such as someone pulling aggro, fights where melee will get hit, OT in raids, etc. The HoT effect this grants FoL is very useful, and can easily be kept up near full time.
Divine Illumination
Now we move into the cooldowns. This spell is a great way to preserve mana (your mana bar practically won't move!), allowing you to spam heals like mad. A lifesaver if you drop low on mana towards the end of a boss.
Divine Favor
A useful ability, one you shouldn't be afraid of using (2 mins isn't that long). A common situation to use this is if the tank drops low on health, pop this and Shock the tank, restoring a good amount of health and proccing Infusion of Light, allowing you to then use an instant FoL or stronger HL on the tank.
Divine Plea
This spell is above all else a god send. Using this between pulls can eliminate the need to stop and drink. The downside here is obviously the reduced healing, but if think you can take the loss, go ahead and use it in battle, but you don't need to spam it every cooldown if you are worried about the penalty. Many boss fights have lulls in which little to no healing is needed (Svalla in UP, Anub'arak in AN, Ingvar in UK, etc), leaving a good opportunity to use this spell. A spell which will get better and better as you gear up.
Seals, Blessings, Judgements
Your seal of choice should be either Wisdom or Light, depending on which glyph you chose. As for Blessings, Wisdom is the way to go most of the time. An extra 100mp5 is not bad. Kings is an equally good choice, especially if you have a mage in the group providing the Intellect buff. The only problem is that, other than Int, a Holy Paladin gains very little from those base stats.
If there is another paladin in the group, make sure you manage to have Kings and Wisdom up. Getting this can be tricky, because the other paladin will probably want different buffs (prot: Sanc and Kings, Ret: Might and Kings). This is why you have the Blessing of Wisdom glyph. You can give the other paladin a greater blessing, then give yourself a normal blessing for the same duration.
Lastly, Judgements. With JotP, you should be judging every fight. In fact, you should be keeping your judgements active on bosses at all times. Make sure however that a Ret paladin judges light, as theirs actually heals for more than yours because it scales with AP.
Applying it
This is the hardest part to describe. You can't make a healing “rotation” like you can for dps. The trick to this is in knowing the situation, predicting what will happen next, and healing accordingly. For instance, say I notice the tank get hit and his health drops down 3k. This could easily be resolved with a FoL, but as I am casting that, the tank gets hit again and is down to 8k. So, after I heal he is down a net total of 5k. Now what? Should I use HL just in case, even though it may be overkill, or do I use FoL to save mana (assuming this is an intense fight)? Could I Holy Shock him (that's the way I'd go actually) assuming it's not on CD?
You will have to make these kinds of decisions as a healer, and do so in less than a second or two. Nothing can really replace experience and knowing your abilities in this field. Be aware of how much your spells heal for and test them regularly if you aren't sure. Learn boss fights ahead of time (wowwiki has good tactics), and make sure you are with a competent group that also knows the fights.
4. Addons, you know you want 'em
Alright, let me be first to say that these are not in any way necessary. They do make life easier though.
Lots of players use addons for healing, simply because the basic UI isn't very helpful when it comes to keeping watch on the group, monitoring debuffs, switching friendly targets, etc. I won't go into detail of them here (most are pretty easy to figure out), but I will list what is popular and useful.
First, basic health and healing addons. These watch your groups health and allow you to target and heal them easily. Some options are;
-Healbot
-Grid in combination with Clique
-Pitbull
Other useful addons like Decursive help you monitor debuffs and dispel them (some of the above do this too, not as well though). If you want to watch Beacon, SS, and Judgement, DoTimers can help with that.
A threat meter may be nice (Omen, Diamond Threat Meter), but aren't totally necessary for a healer, made mostly for dps and tanks.
Pally Power is useful for keeping blessings organized with more than one paladin in the group.
For Holy Paladins this is a great addon with the weird name CLCBPT (I just call it the Baconator) that gives timers for Beacon, Sacred Shield, Judgements of the Pure, and the FoL HoT. I HIGHLY recommend it.
http://wow.curse.com/downloads/wow-addons/details/clcbpt.aspx
Lastly, everyone that does heroics and raids should have Deadly Boss Mods. No question about it.
5.Functionality; what stats do you need?
Gear will make or break you in WoW, even for healers. If you are undergeared, you will find yourself being overwhelmed by what seems to be impossible amounts of damage. The way to overcome this is through running 5-mans regularly and knowing what to look for in equipment. Let's begin with the latter. Here are your stats in order of most important to least;
Intellect
Easily the best stat for a Holy Paladin is Intellect. Besides giving the obvious increase in mana, it also gives 0.06% crit chance for every 10 points of Int. In addition, with the talent Holy Guidance, you will receive 2 SP for every 10 Int. This is very useful, as even a fresh 80 healadin can have up to 800 intellect unbuffed.
Spell power
Spell power. It makes your heals bigger, what else do you need to know? If you want to make a Flash of Light heavy build you may want to gem for Spellpower over Intellect. Either way, probably the second most important stat.
Haste
You can have the most powerful healing spell in the world, but if you can't cast it before the tank dies it is useless. Haste will decrease the time it takes to cast spells, ever so slightly. It may not seem like much, but there is no reason you should have to wait another 0.08 seconds to recover. More haste = more spells cast every minute = more healing. It also lowers the GCD slightly (to 1 sec at it's fastest)
Crit
So crit has lost it's shine a bit these days. It still has it's importance though, with the ability to trigger Illumination and Infusion of Light. Not an imperative on every piece of gear, but useful.
Mana per 5
Since Illumination dropped to 30% mana return MP5 is more desirable these days. If you are using a FoL centered build, mp5 is superior to crit. Another good stat.
Non-plate gear
Now, one last note about gear. Holy Paladins are the only spec that require Spell Plate. While on one hand, it means no one will roll against you, it also means that there is relatively little of it compared to other armor types. In general, never roll against a clothie for cloth, or a shaman for mail, but if it's an upgrade, and no one else is there to claim it.
6.Fashion; what to wear, gems/chants
So now that you know the tactics and stats you still need to know if you are ready. There aren't any real hard numbers here, but there is a point you can reach without ever stepping foot in a heroic.
Some good stats to look for are at least 14k mana, 1.4k SP, and around 25% Holy crit (counting Holy Power, not Sanctified Light).
Also, don't be fooled by the Brilliant Saronite gear. The lack of Intellect on it makes it very weak.
Gems & Enchants
When gemming, always go for Intellect first, Crit or SP second. For Meta gems, there's only one option: Insightful Earthsiege Diamond.
Enchants, like gems, should always go to Int first if possible. Here are the best available. If you cant afford these, there are lesser versions of most available.
Head - Arcanum of Burning Mysteries
http://www.wowhead.com/?item=44877
Shoulders - Greater Inscription of the Storm
http://www.wowhead.com/?item=44135
Chest - Powerful Stats
http://www.wowhead.com/?spell=60692
Waist - Eternal belt buckle
http://www.wowhead.com/?item=41611
Legs - Sapphire Spell Thread
http://www.wowhead.com/?item=41604
Boots - Icewalker
http://www.wowhead.com/?spell=60623
Bracers - Exceptional Intellect
http://www.wowhead.com/?spell=44555
Gloves - Exceptional Spellpower
http://www.wowhead.com/?spell=44592
Cloak - Greater Speed
http://www.wowhead.com/?spell=47898
Weapon - Mighty Spellpower
http://www.wowhead.com/?spell=60714
Shield - Greater Intellect
http://www.wowhead.com/?spell=60653
7. Advanced Techniques; Holy in raids
So you're not a complete noob healer. You've done every 5-man, are decked out in purples, and laugh at Heroic Loken. What now? Time for raids!
In raids things get a little different. The content becomes harder (for the most part), and you will have to put up with at least twice as many idiots. No, just kidding. Getting a big group of people together is part of the fun in raids! This isn't a guide to specific encounters, but general strategy and how raids change the role of healing.
One last note about raid healing: Healing. Meters. Don't. Matter. Remeber that. What does matter is keeping the group alive.
The reason I bring this up is because Holy Paladins can face some discrimination here. With big single target heals, you will do a lot of over healing (especially HL spamming). In all likelihood, you will top overhealing, bypassing the other healers by a long shot. Do not worry, this is normal. Just ask yourself and your guild these questions if the issue comes up;
Are you wiping?
Is the tank dying?
Is anyone dying?
Are you going oom?
If the answer to all of these is no, than you are perfectly fine. You are doing your job, and doing it well. If you answered yes to any of them, then there may be an issue, but that doesn't mean your overhealing is the culprit.
Look at the length of the fight, did the dps go to slow? Did the tank lose aggro? Did people forget to move out of the fire? These are all much more common reasons for wipes than a paladin's overhealing.
This brings me to one last piece of advice, FIND A GOOD GUILD. Know them, make sure they are good. Even the best healer in the world will fail in a raid with 24 mouth-breathers.
Paladin Tanking 3.2.2+
1) F.A.Q.s
2) Maximizing Specs
3) Glyphs
4) '969' and you
5) Useful Macros
6) Food buffs and Flasks
7) Addons
8) Q&A
1) F.A.Q.s
How much defense do I need?
In order to become crit immune by a level 83 mob (All raid bosses), you need 540 defense, or 689 rating. Since the highest mob in heroics is only 82, however, you only need 535 defense to be crit immune to them. If you opt to get the Gladiators Enchant, these numbers are lowered to 537/532 respectively.
What is '969'?
I will discuss this further but it refers to your rotation and how to maximize it. All paladins should give it a try, it becomes very smooth when done correctly.
What seal do I use for tanking?
I almost all situations, Seal of Vengeance will be your bread and butter.
Do I still need 102.4% avoidance to get rid of crushing blows?
Nope! Crushing Blows were removed from raid bosses and only mobs that are 4+ levels higher than you can deal a crushing blow. It's still a nice number to get to, though.
Which Blessing should I use?
In almost all circumstances, use Blessing of Sanctuary. It provides damage mitigation, strength (AP/SP/BV) and Stamina!
What is DUH?
DUH stands for 'Demonoid, Undead, Humanoid' and refers to the talent 'Crusade' and its secondary affect. Yes, Elementals is part of the secondary affect but DUH sounds more snazzy.
Does Vindication work on bosses now?
Yes, it reduces their AP by 574. It doesn't stack with Demoralizing Shout/Roar or Curse of Weakness.
2) Maximizing Specs
There are 2 good "cookie-cutter" specs for tanking. One is with Seals of the Pure and the other is with Crusade.
Seals of the Pure spec - http://www.wowhead.com/?talent#sVZV0tAbuMusIufdxsr - This one is good for general use and non-DUH (Re: Crusade) mobs. Points in Divine Sacrifice/Guardian and Vindication are purely based on what you need and playstyle.
Crusade spec - http://www.wowhead.com/?talent#sZV0tAbuMusIufdxsr0bc - This is one of the higher TPS specs if you're fighting against a DUH mob. Points in Divine Sacrifice/Guardian and Vindication are purely based on what you need and playstyle.
There are other various specs which include Conviction and/or Reckoning. The choice is yours.
src="http://pagead2.googlesyndication.com/pagead/show_ads.js">
3) Glyphs
Glyph of Divine Plea - While Divine Plea is active, you take 3% reduced damage from all sources.
A must have glyph. No questions asked.
Glyph of Seal of Vengeance - Your SoV or SoCorr also grants 10 expertise while active.
This is another must have in most situations. Helps with threat and mitigation against parry-hasted bosses.
Glyph of Salvation - When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
This is a personal preference glyph. While the extra cooldown can come in handy, it may not be worth sacrificing 10% threat. Use cautiously.
Glyph of Hammer of the Righteous - Your HotR hits 1 additional target.
A nice AoE threat increase. Use depending on your role in the raid or what you're fighting.
Glyph of Judgement - Your Judgements deal 10% more damage.
A small single-target threat boost.
Glyph of Avenger's Shield - Your AS hits 2 fewer targets, but for 100% more damage.
This comes down to what you want to do. It's a very, very solid TPS increase for single-targets but you lose the AoE utility. Up to you.
Glyph of Righteous Defense - Increases the chance for your taunt abilities to work by 8%.
A missed taunt can sometimes make the difference between a wipe or not. Recommended if you're fighting bosses that absolutely require a taunt to go through (i.e. Thorim hard mode).
Glyph of Consecration - Increases the duration and cooldown of Consecration by 2 seconds.
Avoid. Screws up the 969 rotation.
4) 969 and you
For a nice guide that covers everything, go here http://maintankadin.failsafedesign.com/guides/advanced-training/969-rotation.
If you're still reading, I'll explain it. 969 refers to the cooldown on our tanking spells. What you want to do is weave the short cooldown spells in between the long cooldown spells, effectively never wasting a GCD and maximizing threat and mitigation.
It doesn't matter which spell you use first, so long as the next spell is a different length cooldown. For example - If I pull with AS and then Holy Shield, I want to use a '6' sec CD ability next (HotR for multiple, SotR for single). Next it will be a '9' sec spell (Consecration for multiple, Judegement for single) followed by a '6'. If done right, this will always have one ability off of CD that you can use.
5) Useful Macros
#showtooltip
/cancelaura Divine Shield
/cast Divine Shield
This will attempt to cancel Divine Shield before casting it. Since you don't have it up yet, it will cast Divine Shield. To remove DS, simply hit the macro again. Very useful when clearing a nasty debuff or fear while not losing aggro.
#showtooltip
/startattack
/cast Hammer of the Righteous
#Showtooltip Righteous Defense
/cast [target=mouseover] Righteous Defense
What this does is allow you to mouse over a player (in environment or raid frames) and hit the button to use your taunt and it will never drop your target. Very useful for quick taunts without hindering too much on your threat.
/run dr=function(x)return 1/(1/16+0.9560/x)end;DEFAULT_CHAT_FRAME:AddMessage("Need 102.4 - Currently at: "..string.format("%.2f", GetDodgeChance()+GetBlockChance()+GetParryChance()+5+dr(floor(GetCombatRatingBonus(CR_DEFENSE_SKILL))*0.04)))
This will allow you to check your total avoidance on-the-fly. Just put it into a macro, put it on your hotbar, then activate Holy Shield and hit the macro.
If anyone has any more, I will gladly put them here.
6) Food buffs and Flasks and Enchants
For food buffs, you have 3 choices really. Fish Feast (80 AP, 46 SP & 40 stam), Blackened Dragonfin (40 agi & stam) and Dragonfin Fillet (40 str & stam). Dragonfin Fillet is great for threat and also provides some Block Value. Blackened Dragonfin provides straight mitigation with a minor threat boost through crit. Fish Feast provides no mitigation but solid threat.
In almost all situations, you'll want to keep Flask of Stoneblood up as it's a 1,300 HP boost (note, this is not affected by talents or raid buffs =( )
7) Addons
I recommend the following addons. Keep in mind, they are by no means a necessity, but could make your and your raid's life easier.
PallyPower - http://wow.curse.com/downloads/wow-addons/details/pally-power.aspx
DeadlyBossMods - http://deadlybossmods.com/
Omen Threat Meter - http://wow.curse.com/downloads/wow-addons/details/omen-threat-meter.aspx
Friday, October 23, 2009
World of Warcraft SEASON 8 PVP WEAPONS!! Amazing Designs.
The pictures from the video:
- PVE Shield
- Gun
- Healing Mace
- Dps Mace
- 2 Handed Sword
- 1H Axe
- PvP Shield
Wednesday, October 21, 2009
Paladin Tier 10!! LOLWUT? PTR Updates On Patch 3.3 Ice Crown!
Here are the pictures i talked about in my video:
Lava Man (has a name but not going to spoil it)
Priest Tier 10
Festergut & RotFace
Paladin Tier 10 (First render of it)
Paladin Tier 10 (dwarf, better render of the armor)
New LFG: Pic1, Pic2, & Pic3
Video is up!
All Pictures come from MMO-Champion.com Check them out!
See you Friday!
Drizzay.
Tuesday, October 20, 2009
Updates! Got to Love Them But Must Hate Them!
Let’s start things off on a good note, Lord Marrowgar has been on PTR testing for a little while now, and in his current state he seems to be a pretty big JOKE! He currently doesn’t seem to have many attacks that you really need to worry about that hasn’t already been done already. He is just another boss which you need to spread out, kill the spikes he applies onto people, and stay away from stuff that hurts you (THIS IS NEW!)
BUT WAIT! THERES MORE! He does a whirlwind which deals a decent amount of damage that will need healing. But there is nothing that is cooler than seeing a huge skeleton wirlwinding around the room while you run for your life!
Here is a picture of this badass Skeleton: Click
In other news there are pictures up for the tier 10 armour for some classes, which I will link below.
Death knight – Click
Mage – Click
Warlock – Click
Rogue – Click
Warrior – Click
Hunter – Click
Druid – Click
These aren’t final and aren’t finished but expect to see most tiers to look like this.
A little bit more information of the legendary axe has came out as well, but its not know exactly what axe you get and what you must do to get it, but my guess is that it will include a bunch of quests/items before you receive this legendary in your hands.
Here are the 2 pictures of what might be the axe. Shadow's Edge & Sadow Mourne
My personal opinion about this axe is that it looks amazing, and it’s cool that 2 handed melee dps are getting some love once again.
Ill talk about Hallow’s end and my new money making project I have in the works next blog. See you on Friday!
All pictures and information comes from MMO-Champion.com check them out!
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Sunday, October 18, 2009
Why Am I a Paladin?
As you all most likely know, paladins are always looked at as an easy class to play, and that only “noobs” play it. Well I have played several classes I personally feel like a paladin suits me best.
In TBC I played a Rogue, and I never really liked being able to ONLY dps, I always wanted to feel like I am needed in a raid. What I mean by that is, as a tank if I die it will complicates things, or if I am healing and die the healing will be come more difficult. But for being a dps class if I die, it doesn’t matter too much because there is around another 18 dps that can pull my weight.
In Wotlk I have played a Death Knight, Shaman, and of course a paladin. Death Knights were fun to play and still are fun to play, but I knew I never wanted to be a melee dps class ever again, and after a while only tanking got really boring and with the constant nerfs to DKs (even though they needed it) it wasn’t helping my cause, so I started to level up the pally I power levelled up to 55 so I could make a DK.
The one thing I hate THE MOST about WoW is levelling, it has never been something I like to do no matter what. As I was levelling him up I already knew I wanted to be a healer and tank, since they are my two most favourite things to do since Dps was never going to be one of them. When I started to heal on my paladin it was very basic, since I am a tank healer but it is something I actually enjoyed and still play today.
So finally I settled in with the paladin and I feel like this is going to be my last level 80 character because druids are the only other class that offer the tank/healing specs but I just never felt like making one. Anyways, before I drag on for too much longer ill leave you guys here and get into my paladin’s spec and other fun stuff later J
Again, here is my Armory Click Here. And if you have any questions feel free to ask.
Saturday, October 17, 2009
Hey!
I currently play a paladin, with my main spec being Holy and my offspec being Prot. I enjoy doing both and have good knowledge about both spec.
I decided to start up this blog to help out others if they need help understanding how to be a solid holy or prot paladin.
I am going to start making 2-3 blogs weekly for now and then move up to daily blogs.
Next Blog will be Sunday, where i will start my regular blogs.