Retribution

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  • Joystiq E3 hands-on: Resistance Retribution

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    07.21.2008

    Can Sony Bend do no wrong? Resistance: Retribution was easily the best PSP game I saw in Sony's E3 2008 room, and arguably better than any PS3 game there as well (I didn't play all of them). Retribution is essentially "Syphon Filter PSP, Part 3," and players of that handheld franchise will instantly recognize visual and structural similarities. There are, of course, numerous designs that link this new game to Insomniac's Resistance games, despite the obvious perspective change (Retribution is third-person!). PSP has a difficult time handling the demands of modern action titles. The lack of a second analog nub cripples most games that dare follow the trajectory of similar console-based efforts. Luckily, Bend has had two previous "trials" to get it right, and this time the gang nailed it. While the developer guiding my tour described the demo as a "before pre-alpha" build, I was amazed by the game's playability. At the core of Retribution's gameplay is what Bend's calling the "aim assist box." %Gallery-27792%

  • The Light and How to Swing It: Gearing your Retadin for Karazhan part II

    by 
    Zach Yonzon
    Zach Yonzon
    07.21.2008

    Let's take a short breather from this whole flood of Wrath of the Lich King Beta news for a bit. I know everyone's excited to find out more about what's waiting for us in Northrend, but some of us would actually like to play the game right now, instead of waiting for *cough* a few months. As exciting as the new Paladin changes seem to be, players with fresh Level 70 characters would do well to focus on gearing up for now. After all, it'll make it so much easier to fight the numerous baddies in Northrend.Previously, we discussed the weapons for a Retribution Paladin only starting to gear up for the ever-popular Karazhan. More than anything -- more than any piece of armor -- a Retadin must find the biggest, baddest 2-handed weapon she can find to strike righteous fear into the hearts of her enemies. Once she has that, everything follows. In this installment of The Light and How to Swing It, let's take a look at the armor pieces that every Karazhan-bound Retadin should be wearing.

  • Wrath Beta patch notes: Paladin part V - The Retribution tree

    by 
    Zach Yonzon
    Zach Yonzon
    07.19.2008

    I saved the best for last. Best if only because Retribution is the tree I've enjoyed the most while on my Paladin, and because a quick perusal of the new talents show that Blizzard seems to be taking the right steps for the tree. Few class specs have had more stigma than Retribution, mainly because the class traditionally performed better in other trees and also because the Retadin, who could only muster average DPS, provided little by way of raid utility. It doesn't help that Kalgan openly ridicules the class, either, whether or not in jest.Patch 2.3 saw a bunch of awesome changes for Retribution, dealing with threat management as well as some solid PvP-oriented talents. Despite that, few raids brought Retadins along, especially on progression. It's an old stigma that has carried over and has proven hard to shake. The other trees received fantastic upgrades -- you can read my overview of the Holy tree here, and my thoughts on the Protection tree here. You can read the entirety of the patch notes in my first post of this series, and my analysis on the changes to baseline abilities and existing talents in the follow-up.

  • Wrath Beta patch notes: Paladin part II

    by 
    Zach Yonzon
    Zach Yonzon
    07.18.2008

    When Ghostcrawler mentioned on the closed Friends & Family Alpha that Paladins were the last to receive changes because the entire class was being majorly reworked, he wasn't kidding. The patch notes from the recently opened Wrath of the Lich King Beta revealed massive changes to spells and abilities as well as a shuffling of talents among the three trees. I covered an overview of the changes as well as the new Hand nomenclature for old Blessings in the first part of our beta analysis. It's now updated with the new Paladin talents in all three trees, so be sure to check it out.Before we get into the really juicy things, namely the new Wrath Paladin talents, we'll take a look at the changes to baseline spells and current talents. In some cases, these were totally reworked, and in others they were significantly improved. The first spell that leaps out with a huge buff is the change to Avenging Wrath, which no longer causes Forebearance. Its damage increase has been reduced to 20% (down from 30%), and now increases healing done by 20% (up from 0%).

  • Third-person 'Resistance: Retribution' coming to PSP in Spring 2009

    by 
    Kyle Orland
    Kyle Orland
    07.15.2008

    At their E3 press conference today, Sony announced Resistance: Retribution, a new third-person shooter in the popular first-person Resistance series for the PSP, coming in Spring 2009. The game is being produced by Bend Studio, the people behind Syphon Filter: Dark Mirror. More as we hear it.

  • The Light and How to Swing It: Gearing up your Retadin for Karazhan part I

    by 
    Zach Yonzon
    Zach Yonzon
    07.10.2008

    So you're finally 70. Welcome to the select order of masochistic players who endured the tedious grind (or, if you leveled as Protection, the happy AoE grind) to max level with a class sometimes considered to be a WoW developer's afterthought. The Paladin class, popular as it is, has traditionally had a slow development cycle. That said, one can choose to see it as a blessing (pardon the pun) rather than a curse, in the hopes that developers will build Paladin talents adaptively and from the lessons provided by other classes. Don't hold your breath.Anyway, so you're Level 70. You're now ready to enter Karazhan. Well, ok, not really. Right about now is when you should be gearing up for Karazhan, The Burning Crusade's entry level and most popular raid instance. With the removal of the attunement process in Patch 2.4, you won't even need to have The Master's Key, but you'll need to have a friend who can open the gate for you. More than a few Holy Paladins will have an easy time getting into a group for Karazhan because let's face it, everybody loves a healer. Then there are the Paladin tanks who'll get that loving invite to visit Deadwind Pass because, again, everybody loves a tank. But you, the vindictive 2-hander-wielding, Judgement-spamming, Crusader Striking champion of truth and justice... well, nobody loves you.

  • Hybrid Theory: PvP viability

    by 
    Alex Ziebart
    Alex Ziebart
    07.06.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.A pretty substantial point of debate when it comes to Hybrids is their place in PvP. The thought that only one spec is viable per class is most problematic in the context of Hybrids for a couple of different reasons. Some argue against every spec being arena viable, some argue in favor of it.The argument in favor of each spec being viable that I feel is the strongest is the fact that each Hybrid spec is vastly different from all of the others. In the arena, an Enhancement Shaman isn't doing the same thing as an Elemental Shaman. They are doing similar things like dropping totems and casting Shocks, but the role they play is different. Enhancement is in your face, Elemental throws lightning at your face, and Restoration is healing your face. This is not like Rogues in which all three specs are about hitting you until you fall down, just in different ways.Why is it a problem that all three of them aren't viable? It essentially feels like a forced block on your chances at success. "Just spec Resto" isn't really a valid answer, because it means you are not able to play your preferred role. Someone who rolled a Shaman to Stormstrike people's faces off are told to go get some Elemental gear, and that isn't very fun. To be successful in the arena, they are more or less forced out of how they want to play the game.

  • Breakfast topic: Problem paradigms

    by 
    Amanda Dean
    Amanda Dean
    07.01.2008

    My main is a resto Shaman, but I've been spending my spare time either leveling a Rogue or gearing up my Ret Paladin. It is a completely different experience. I've spent hours in the battlegrounds and have managed to earn the honor for the Merciless Gladiator's Greatsword. Thus far is has been a real challenge for me. I have a harder time with the Paladin than the Rogue. In the battlegrounds my first reaction when I see someone going down is to heal them. I do drop an emergency heal here and a bubble there, I know that my heals are generally crummy. I should just keep swinging my sword and leave the healing to the healers. With the Rogue, there is no option for healing, so I just keep Slicing and Dicing away through the levels. On top of that, I'm used to trying to get away from my opponent, not trying to stay on top of them. The whole paradigm shift has been difficult for me, but I've learned a lot from it. How do you feel when you play something totally different from your main?

  • WWI '08 Panel: Paladin (UPDATED)

    by 
    Zach Yonzon
    Zach Yonzon
    06.28.2008

    There weren't very many exciting things for Paladins at the Worldwide Invitational Panel earlier today, and this reflects the development we've seen leak out from the Wrath of the Lich King Alpha. The sneak peek of the Alpha showed that while most classes have proposed talents and abilities mapped out, there's still very little work done for Paladins. This doesn't mean Blizzard isn't thinking about the class, though. In fact, from the few things they've mentioned, it looks like they're moving in the right direction. Confirming something the Paladin community has known for quite some time now -- Retribution itemization blows is very poor. They're moving itemization for Retribution Paladins to share items with Death Knights and Warriors. This means future Retribution items will have no Intellect on them... could this herald some Strength as mana mechanic? UPDATE: Also on the Retribution Paladin front, Blizzard mentioned during the Q&A that Retadins will have their group utility increased by making them more efficient DPS-wise. No details on exactly how, but this little bit of information should send a thrill down the spine of every 2-hander swinging Paladin out there. Hand of Purity is a new "reactive healing" spell for Paladins, something that the oft-maligned 'two-button healers' sorely need. It will work as a clutch Prayer of Mending-type spell. Will it be instant cast? As the two staple heals of a Paladin unenviably have casting times, maybe this new spell will actually be something to thank the Light for. Having another healing spell to cast during encounters should be a real blessing. Speaking of blessings, overlapping Blessings have always been a problem with Paladin support, with active Blessings like Blessing of Freedom and Protection overwriting passive Blessings already on the target like Blessing of Kings. Blizzard plans to allow these spells to be non-exclusive and rename them. Not much, but it definitely addresses existing issues. These changes aren't as exciting as a Warlock's Demon Form (or Illidanform, as Blizzard staffers jokingly call it), or a Warrior's Titan's Grip, the changes show that Blizzard knows what's wrong with the class and is serious about fixing it. So while there hasn't been any major news like a new tanking tree for Hunters or greater Arena viability for Priests, we're hoping to see more exciting stuff for Paladins! WoW Insider is on the ground in Paris at the Blizzard Invitational bringing you the big announcements and latest Wrath news as it happens. Check out our latest coverage!

  • Brutal Gladiator's Vindication

    by 
    Zach Yonzon
    Zach Yonzon
    06.24.2008

    The Brutal Gladiator's Vindication is the armor set for Retadins, or Paladins specced deep into the Retribution tree. It is a scaled, or plate armor usable only by Paladins and is usually matched with Guardian's Scaled armor pieces. The armor set can be purchased from Big Zokk Torquewrench in Netherstorm and Ontokk Shatterhorn in Shattrath City. The matching Guardian items may be purchased from Doris Volanthius in the Hall of Legends and Lieutenant Tristia in the Champion's Hall. Brutal Gladiator's Scaled GauntletsThe Brutal Gladiator armor piece for the hands are the cheapest and easiest Season 4 Arena gear to obtain. With no personal rating requirements, most players will be able to purchase this piece and is the Arena gear likely to be most widespread as soon as the season begins. Arena gloves are also the only item with the exception of relics to have spec-specific bonuses, and the scaled gloves bonus is one of the best in the game for Retribution. The gauntlets have the following stats (number in parentheses are the improvements over its Season 3 equivalent): 1239 Armor (+98)+44 Strength (+4)+46 Stamina (+6) +27 Intellect (+5) +34 Critical Strike (+8) +26 Resilience (+0)Increases the damage dealt by Crusader Strike by 5%.Classes: Paladin WoW Insider says: If only for the on-equip bonus alone, these gloves are worth the price of admission -- which is free. With no ratings requirements and only 1125 Arena points, these gloves are the best Season 4 purchase a Retribution Paladin can make outside of the Brutal Gladiator 2-handers.Brutal Gladiator's Scaled LegguardsThe leg armor possesses a personal rating requirement of 1550, which isn't too difficult to obtain. For many players on median-ratings teams, it might take a few weeks to purchase at a cost of 1875 Arena points. While not as accessible as the gloves, the leg armor is highly visible on a character and is also likely to be a popular purchase. The legguards have the following stats (number in parentheses are the improvements over its Season 3 equivalent):1735 Armor (+138)+59 Strength (+5)+73 Stamina (+7)+28 Intellect (+5)+17 Hit (+5)+41 Critical Strike (+5)+36 Resilience (+0)Classes: PaladinWoW Insider says: The lack of sockets mean that the only customization that can be done will be through Tailoring or Leatherworking enchants, but the important thing about this armor piece is the improved +hit, which will free up yellow gem slots in other pieces. The Arena point requirement is fairly easy to achieve and the improvements in almost all areas over its Season 3 predecessor make it an advisable purchase.Brutal Gladiator's Scaled ChestpieceWith three sockets, the chestpiece is the most customizable Arena armor piece, and is the next best purchase after the gloves. Although the personal rating requirement of 1600 may be prohibitive to some players, it costs the same as the leg armor and players should try to obtain it. In PvE, the chest armor is traditionally a drop from the final boss in a series (Magtheridon drops Tier 4 chest token, Kael'thas drops Tier 5 chest token, Illidan drops Tier 6 chest token, etc.). Arenas are different in this regard, but the item level of the chest is identical to PvE chest pieces. Sunwell Plateau breaks from tradition in that the final boss, Kil'jaeden, does not drop chest tokens or armor. However, the Brutal Gladiator chest armor is equivalent to the drops from Entropius and is the best combination of cost and restriction among all the armor pieces. The chestpiece has the following stats (number in parentheses are the improvements over its Season 3 equivalent):1983 Armor (+158)+46 Strength (+5)+61 Stamina (+7)+32 Intellect (+5)+17 Hit (+5)+41 Critical Strike (+5)+36 Resilience (+0)Socket Bonus: +4 Critical StrikeClasses: PaladinWoW Insider says: A team and personal rating of 1600 isn't an impossible goal, and Retribution is somewhat viable at those levels. If you can manage it, the chest piece is the best armor piece you can get for its cost and low barrier of entry. Because of its PvE equivalent, obtaining the Brutal Gladiator chest armor is almost like killing Entropius in Sunwell Plateau. Well, ok not really, but if you don't raid, that's about as close to a raid drop as you're going to get.Brutal Gladiator's Scaled HelmThe helm is very likely the last Brutal Gladiator armor piece that many players will obtain. With the shoulders at an extremely prohibitive 2200, most players will only manage 4/5 of Season 4. At 1700 personal rating, some players will have a more difficult time obtaining this piece, which costs the same as the chest and leg armor pieces. With a personal rating attached to it, the Brutal Gladiator helm might be one helm graphic that players would like to leave on. It is also identical in model to the pieces that drop off Kil'jaeden in Sunwell Plateau. The helm has the following stats (number in parentheses are the improvements over its Season 3 equivalent):1611 Armor (+128)+52 Strength (+5)+61 Stamina (+7)+32 Intellect (+5)+17 Hit (+5)+33 Critical Strike (+5)+36 Resilience (+0)Socket Bonus: +4 Resilience RatingClasses: PaladinWoW Insider says: If you've managed to obtain the chest piece, there's little reason not to try and go for the helm, which has a Meta Socket. Although it is an improvement over its Season 3 equivalent, the disparity is not so great that players unable to obtain the helm can easily make do with the ratings requirement-free Vengeful Gladiator version.Brutal Gladiator's Scaled ShouldersThe 2200 personal ratings requirement for the shoulders are almost Gladiator-level for most Battlegroups, and will likely be a very rare sight in most realms. Although it is the cheapest item after the gloves, it is also the most difficult to get. Blizzard's reasoning for this is that the shoulders are the most "visually impacting" armor piece, confirming Blizzard's opinion that PvP achievements should be on display. The shoulders have the following stats (number in parentheses are the improvements over its Season 3 equivalent):1487 Armor (+118)+37 Strength (+4)+45 Stamina (+5)+25 Intellect (+5)+30 Critical Strike (+4)+26 Resilience (+0)Socket Bonus: +3 Resilience RatingClasses: PaladinWoW Insider says: Brutal Gladiator shoulders are purely for show. The low improvement over its Season 3 equivalent and the lack of +hit make these shoulders very, very poor items for their difficulty. Retribution Paladins also have their work cut out for them in Arenas should they try to go after these shoulders. Guardian's Scaled BeltBecause it is a visual match for the Brutal Gladiator's Vindication, and because it comes with no personal ratings requirement, the belt is most likely to be the most widely distributed Season 4 gear. It is purchasable with Honor points, so even players who do not participate in Arena PvP can obtain it. The belt has the following stats (number in parentheses are the improvements over its Season 3 equivalent):1115 Armor (+88)+44 Strength (+4)+45 Stamina (+6)+31 Intellect (+5)+31 Critical Strike (+4)+26 Resilience (+0)Classes: Warrior, PaladinWoW Insider says: Unless you don't PvP at all, there's very little reason not to get the Guardian's belt. The improvements are a modest upgrade from Vindicator's Scaled Belt, but Retribution Paladins may want to explore the Guardian's Plate Belt, which offers less Strength and no Intellect in exchange for higher Stamina, Critical Strike Rating, and Resilience.Guardian's Scaled BracersThe only other Guardian piece with a socket is the amulet, which doesn't have a personal rating requirement. Coupled with the fact that bracers are visually insignificant, being hidden under gloves or robes, the urgency to obtain them is very low. They also have a modest 1575 personal rating requirement, necessitating participation -- and moderate success -- in Arena play. The bracers have the following stats (number in parentheses are the improvements over its Season 3 equivalent):841 (+69)+32 Strength (+3)+32 Stamina (+4)+18 Intellect (+3)+18 Critical Strike (+3)+19 Resilience (+0)Socket Bonus: +2 Resilience RatingClasses: Warrior, PaladinWoW Insider says: Because the improvements of the bracers are so minimal over its Season 3 counterpart, it's not such a compelling purchase. The personal rating requirement of 1575 is also higher than what's required for the leg armor, which is more visual. Players might want to explore Guardian's Plate Bracers for more Stamina and Critical Strike Rating, foregoing Intellect and a few points of Resilience and Strength.Guardian's Scaled GreavesThe most visually important match of all Guardian items, the boots are a big jump from a 1575 personal ratings requirement and is as demanding to get as the head piece at 1700 personal ratings. It is also as expensive to purchase as the belt, which has no ratings requirement. The greaves have the following stats (number in parentheses are the improvements over its Season 3 equivalent):1363 Armor (+108)+44 Strength (+4)+45 Stamina (+6)+30 Intellect (+4)+31 Critical Strike (+3)+26 Resilience (+0)Classes: Warrior, PaladinWoW Insider says: The greaves are the best Season 4 Honor-bought pieces that players can buy. Although players should probably purchase the belt first, achieving a 1700 rating is worth the grind for an armor piece that is a decent upgrade from its predecessor and a visual match for the rest of Brutal Gladiator gear. %Gallery-25440% Looking for more Season 4 info? We've rounded up everything you need to know about the Brutal Gladiator season right here.

  • Combat stats and spellpower consolidated on Alpha

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.13.2008

    Sources are saying that a new Alpha build showed up on the WoTLK Alpha servers yesterday, featuring a few interesting changes. Kalgan's promised spellpower change we have mentioned, and it now appears to be on the Alpha servers. In addition, it looks like the dev team is working on consolidating even more stats. As of the latest build, all instances of haste rating, hit rating, and critical strike rating on gear will now modify both physical attacks and spells at the same time.

  • Tank Talk: Do you feel lucky, punk?

    by 
    Allison Robert
    Allison Robert
    06.05.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and myself (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. At least, that's what the others said they were doing. I intend to use it mostly as a soapbox to complain. Absolute power tends to......something something.Welcome to Tank Talk. I am your bear Druid hostess for this week, with a topic that occurred to me while reading a recent article here on the site. Eliah Hecht wrote that his guild is facing a not-uncommon tank shortage and that he has considered the possibility of leveling a tanking class to 70 before Wrath, or tanking on a Death Knight afterwards. A number of people on my server and in my guild have talked about doing the same thing, or switching mains once Wrath hits. With so many people playing Death Knights, I think it's very possible that more people will discover they enjoy -- or at least, don't mind -- tanking, and may seek to do so in a raid environment without necessarily knowing what they've really signed up for. From those of us who have tanked raid content in vanilla WoW or BC, here are the 10 questions you'll want to ask yourself if you're considering the possibility of tanking serious raid content:

  • Blizzard changes the description of the Death Knight talent trees

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.04.2008

    Curse has noticed a very intriguing change to the Death Knight information page. The descriptions of each of the talent trees has been changed. Here are the old descriptions: Blood: Talents in this tree focus on damage dealing abilities. Blood Presence increases damage output by a percentage. Frost: Talents in this tree focus on tanking abilities. Frost Presence increases threat and lowers damage taken by a percentage. Unholy: Talents in this tree have a variety of functions including summons, diseases, and PvP-focused abilities. Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities. And now, the new descriptions: Blood: Talents in this tree focus on weapons, armor, and strikes. Frost: Talents in this tree focus on control, counters, and combos. Unholy: Talents in this tree focus on spells, summons, and diseases. This is quite a drastic change, but what could it mean? Let's look at the possibilities after the break.

  • Switching specs, switching roles

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    05.04.2008

    Now, there's some classes (mostly pure DPS) that have a special advantage when it comes to respeccing: When they decide to change specs, they can mostly get away with using the same set of gear. They may want to regem a bit toward one stat or another, or switch weapons, but for the most part, they can change their spec and settle right into their new role with relative ease, not having to wait for certain gear to come along before they make a "final" plunge. Even if they do need to make a bigger stat change, their old gear can usually mostly suffice until they get a few more drops. I've noticed this because I'm strongly considering switching two of my hybrids to another role full time soon, and it's been a lot more complicated, because gear enters the equation in a much larger way.

  • The Light and How to Swing It: Seals, Blessings and Auras part II

    by 
    Zach Yonzon
    Zach Yonzon
    05.04.2008

    Last week we took a look at one of the Paladin's core class mechanics, the Seal, which is a short-duration buff that is both preparatory (for Judgement) and integral to a Paladin's attack cycle. Last week, I also mentioned how Seals fail to play a part in a healers spell cycle because of how they operate. Because seals require a Paladin to make a melee attack in order for a seal to work or proc, they are similar to Rogue poisons or Shaman weapon buffs. But seals are not weapon buffs, allowing them to proc off unarmed melee attacks (although why anyone would want to is anyone's guess) but also making them susceptible to dispel mechanics. I personally think there was a wasted opportunity in this design because it locks out one key aspect of the class from an entire spec. Because of the short seal duration, healers must get into melee range and whack at opponents constantly. Even if a Retribution Paladin is in the raid keeping up a Holy Paladin's judged seal, the Holy Paladin himself won't reap the benefits of his own judgement -- most likely Wisdom or Light -- because he won't be hitting the enemy. A healing Paladin's two-button spell cycle consists of Holy Light and Flash of Light which both have cast times, necessitating periods of no movement and often precluding melee combat. If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes."While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class. The Holy spec is somewhat ironic and goes against the grain of the core class design. Paladins are a heavily-armored melee class. When they spec Holy, that armor often goes to waste and the melee aspect is shelved away. If the spec was built to take advantage of the seal system rather than be hindered by it (putting up seals activate the GCD, pushing back healing or cleansing), we'd have a very different story. We would have Holy Paladins rushing into combat -- I don't care if they deal piddly damage -- in order to be effective, rather than standing in the back of the raid. I attribute that playstyle dichotomy to the failure of seals.

  • The Light and How to Swing It: Seals, Blessings, and Auras part I

    by 
    Zach Yonzon
    Zach Yonzon
    04.29.2008

    In the Burning Crusade intro cinematic, we see an extremely cool sight with a Draenei Paladin reading from a libram, casting a spell, and walking dramatically away with his Hammer of the Naaru over his shoulder. That spell that he cast was a Seal, one of the core features around which the class is designed. A Seal lasts thirty seconds (which makes you wonder why the Draenei in the video cast it, seeing as how he'll probably need to refresh it once he's out of the building) and can be unleashed through a Judgement for a particular effect. Seals are self-affecting magic effects while Blessings, the other core class mechanic, can be cast on others and often have longer durations. Auras are an area-of-effect buff and the third core class feature that rounds out the Paladin's playing mechanics. Although other classes have persistent area-of-effect buffs such as a Shaman's totems or a Druid's 41-point talents, only Paladins have passive, permanent aura. Understanding and mastering the use of these three core features are key to playing the Paladin class.

  • The Light and How to Swing It: Support class in disguise

    by 
    Zach Yonzon
    Zach Yonzon
    04.21.2008

    I re-specced to Holy again a few weeks back to concentrate on our 5v5 after quite some time of running around whacking things with a hammer. This is one of the best things about being a hybrid class. We have the option to play a particular way. Before I had decided to focus on Retribution for a couple of months, I would re-spec about 4-5 times a week depending on what our raid needed and spec Ret when I wanted to muck around in the Battlegrounds.The trouble is, between Holy and Retribution, there is a world of difference in how to play. Granted, most of your spells will be pretty much the same, but the playing style is completely different. As much as Shockadins will protest, the truth is, Holy is a support spec. It is terrible for questing and the best thing to do is find a partner who can kill things for you. Despite the improvements to Holy Shock and the spell damage included with healing gear, the experience pales in comparison to pure DPS classes or specs. This is fine. The only real beef I have is in the disparity in play experience and the nagging feeling that, at the heart of it all, Paladins are glorified sidekicks.

  • Hybrid Theory: Brutallus and You

    by 
    Alex Ziebart
    Alex Ziebart
    04.06.2008

    Every week, Alex Ziebart comes to you with Hybrid Theory. A column with... theories about hybrids, I guess. I mean, that's what it says at least. I guess it could be something else, but probably not. Honestly, you should probably just read it and find out for yourself. In the past here on Hybrid Theory, we've discussed what Hybrids are capable of doing in a raid, as far as beneficial talents and utilities. We talked about the fact that a few well-placed hybrids in your raid can take your DPS from 'good' to 'horrifyingly good.' All of this comes to the front again in a boss that many high-end raid groups are clashing against right now: Brutallus.If you haven't read anything on this boss yet, it's the single largest gear check in WoW yet. It's Burning Crusade's Patchwerk, mostly. To beat Brutallus, you need roughly 29,000 sustained DPS across your entire raid. If you don't pull that off, you hit his enrage timer and he destroys all of you. Simple as that! If you're lucky you can burn off a final two or three percent of his health after the enrage, but that's about as far as you go. That three percent is about 300,000 health, so don't get too confident.

  • Build Shop: Paladin 5/8/41 + 7

    by 
    Chris Jahosky
    Chris Jahosky
    04.01.2008

    Every Tuesday, Chris Jahosky contributes Build Shop, which takes a look into one of the many talent specs available to players.Welcome back to the wonderful world of Build Shop! I've got a lot to say this week, since this is a spec that is near and dear to my heart (even though my Paladin is Protection spec these days) -- Retribution. I've tried to strip it down to the essentials (or what I think is the essentials) so that you can shift points around depending on what you want to do with it.

  • Hybrid Theory: Magisters' Terrace, stomping all over your comfort zone

    by 
    Alex Ziebart
    Alex Ziebart
    03.29.2008

    We've been talking about Magisters' Terrace a lot. I have been talking about Magisters' Terrace a lot. Lucky you, we're going to talk about it some more!Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.