Quick Warning: This post is mostly* about PVP again.
Well last night Ulushnar and Ebil knuckled down to do some serious Arena grinding. Figuring we weren't going to get better at playing together unless we practised, we used an evening off raiding to play 93 games over about four hours. That's more games than Ulu has played all season.
A two-DPS team in 2V2 can have a fairly "challenging" time, especially when you break the 1000 rating barrier. We lost the occasional match through mistakes (my years as a Paladin tank haven't taught me much respect for sheeps), and occasionally through being plain outclassed (a full Furious 2k+ rated DPSer helping out his healer mate).
That said, we ended up winning more than we lost, and finally inched our Team & Personal ratings over the all-important 1250 needed to get Ulu's Deadly Gladiator's Libram of Fortitude. That was originally my reason for starting Arenas with Ulushnar, since it's pretty much Best-In-Slot for Retribution. that said, I've really enjoyed the games and I fully intend continuing the 2v2 for as long as Ebil can stomach it.
*Ok, so I lied about the "mostly" part
Friday, June 12, 2009
The Grind Is Over... The Fun Begins!
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Paul
at
11:35 AM
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Tuesday, June 09, 2009
Bye, Bye Vindication!
Well last night Ulu and his Mage cohort, Ebil played some Arenas, about 29 all things told, with our normal 40% win rate. Still, we're having fun and slowly getting to useful ratings (over 1k team rating thanks to the assistance of my higher-rated Ret Buddy, just under 1k personal rating).
Ironsoul really helps Ulu's burst damage and I think I've found a good mix of Resilience and DPS gear so that I can survive a decent amount of focussed fire and put out a solid amount of hurt.
And then this morning, I woke up to find they were nerfing Vindication:
We are in the process of completing a hotfix that could go live as early as this afternoon that will make the Paladin talent Vindication no longer reduce Intelligence or Stamina from the target it is applied to. The talent will continue to reduce Agility, Spirit, and Strength as it currently does. We felt this change will help balance the ability out, especially in the lower arena brackets where they are very prominent, while not being a negative impact on a Retribution Paladin’s PvE dps.
Once this hotfix is live, the tooltip will be incorrect until we can update it in the next content patch.
Why with Ret is it always a hotfix for any other class it's ok to let them dominate an entire arena season?
Increasingly it felt like someone playing against a Ret-Pally really only had 60% of their health bar because Vindication took away 20% from the start and then Hammer of Wrath kicked in when they had 20% left. This change was something we could confidently hotfix and would have a minimal to no impact on the PvE side of things.
Thanks Blizz, along with Eye for an Eye, that's 5 points I can move from PVP talents into PVE ones. *sigh*
Now I appreciate their logic, I can even appreciate why they felt it was "safe" to hotfix now, since it will have a negligable impact on Ret PVE performance, but this is the latest in a long line of nerfs of Retribution Paladins since 3.1. Exorcism, Eye For An Eye, Hand of Freedom and now Vindication and Hammer of Justice (yep, the interrupt part won't work on players who acquire stun immunity via Diminishing Returns).
Now, We've got the carrot of promised changes to the Paladin combat system in "the next content patch" (I'm willing to bet that gets shifted to 3.3 rather than 3.2), but right now the constant niggling nerfing of us feels like a death by a thousand cuts. Of course the Schadenfreude of members of other, as-yet-unnerfed classes doesn't help (I'm looking at you Rogues, Discipline Priests and Resto Druids).
Our burst damage is ok, but nothing to write home about (I'll never call out the silly 9k crits of my Mage partner). We have two stuns, one on a talented 40 sec CD and one on a 6 sec CD. Ok we can use Seal of Justice, but that just seems to be a fast ticket to diminishing returns.
More and more in arenas I feel like I'm just there to keep my Mage partner alive whilst he does the killing. If that's the case, I might as well go Holy.
Posted by
Paul
at
11:32 AM
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Monday, May 25, 2009
A Kick in the Jewels...
First up, they announced at the weekend that they'd be nerfing Jewelcrafting:
In the next major content patch we will be removing the prismatic quality of the jewelcrafter-only Dragon’s Eye gems. Like other gems, they will have to match the socket color to receive a socket bonus. When this change occurs, players with qualifying jewelcrafting skill will be provided a yet to be determined amount of Dalaran Jewelecrafter Tokens as compensation.
[...] Nerfs are rarely (if ever) something that returns positive feedback, but we feel this change is necessary to bring this profession more in-line with the bonuses from the other professions. The stat bonuses are meant to stand on their own, not provide extra socket bonuses or ignore meta-gem requirements.
It now goes from being an overpowered profession to a merely useful one. A nice offset to this change would be the introduction of mixed-color Dragon's Eyes (ie: green, purple and orange), but I'm not about to hold my breath over that one!
In response to Galo's remarks on my last post:
Could be a idea maybe Macroing it to target target cast and putting a line of text in the macro that yells out that said spell is casted on tank so the raid is aware for obvious reasons of the spell. That may be a idea.
I know I redid most of my macro's for Divine Protection, DS/DS I have a line of text in the macro that yells out it's casted so the raid and especially the healer is aware spell is casted in case tank really needs extra attention. May have to do that with LoH as well.
I already have a line my Divine Protection/Divine Sacrifice macro warning my healers in /rw that I'm using DS so they can adjust healing appropriately. I've also macro'd Hand of Salvation with a /rw warning to the DPS, although I usualyl find I have an exceptionally healthy threat lead early in the fight.
I don't bother with Target's Target on my HoS macro, but that might be an idea to get double use out of it...
In other news, I stepped into Arenas again on Friday with the Frost Mage who also hangs out in my 2v2 team. We spent the first six games getting our asses handed to us before we clawed back wins in the last three. It's inspired me to make some changes to my Retribution Spec to make it more PVP friendly (there's no point in having a raid-optimized Ret spec when I PVP in maybe one fight a week.) In the end, I went for this: 0/20/51
What I lost:
Improved Blessing of Might: It's nice, but not mandatory for Arenas
Swift Retribution: The haste is good for sustained DPS, but not big for burst
Righteous Vengeance: Great for sustained DPS, but again, not a big burst talent.
Divinty: 5% extra heals is covered by one of my other choices below.
Divine Sacrifice/Divine Guardian: I'll miss my 1-minute Sacred Shields, but I wanted to try some other toys.
1/3 Two-Handed Weapon Spec: I needed to trim points somewhere, and Crusade gives better bang for the buck.
What I gained:
Vindication: I figured I'd experiment with this talent. Debuffing someone's Stamina can mean them dying more quickly.
Eye For An Eye: A quintessential PVP talent, and it should be nice vs the low-end folks in high-crit PVE gear.
Divine Purpose: Turns Hand of Freedom into a "mini-PVP Trinket" on a short cooldown.
Stocism: Less Stun time makes me a happy fellow.
Guardian's Favor: Boosts Hand of Protection and Hand of Freedom, your go-to buttons in Arena.
Improved Hammer of Justice: More Stuns = More Happy Times!
Improved Righteous Fury: An extra 6% damage reduction's pretty much a no-brainer.
Improved Devotion Aura: This is the only talent I'm not 100% sure of. The healing boost makes up for the lack of Divinity, and the extra mitigation might help when we're against a tough physical DPS team. It also means if Ulu does go ret for a boss fight whilst raiding, he can still give the healing bonus.
Posted by
Paul
at
11:56 AM
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Labels: Blogging, Paladin, Professions, PVP, Talents
Tuesday, May 05, 2009
Prot... PVP?
So last night, I started doing 2v2 Arena with a Ret Paladin friend of mine. I'll never be a hardcore PVPer, but the Hateful Gladiator's Libram of Fortitude is the best Ret Libram Ulu will see this side of spending Emblems of Valor, so it's worth a few weeks of humiliation.
So we started, and as two melee DPS without any sort of healer-killers, we got our asses handed to us. After a few games, I had an idea. I switched Ulu back to Protection Spec, equipped my Block Value gear and swapped in my PVP trinket. The upshot was, we started surviving. I could do some burst, but most importantly, I could survive any meleer who decided to unload on me whilst throwing cleanses and heals to my Ret buddy.
We still lost a few games, but we also pulled some wins out of our hats as a result of the switch. I'm going to have to try a few more next week, but I found Arenas as Prot surprisingly fun. In DPS vs Healer games, the DPSer usually spent too long trying to kill me whilst my buddy killed the healer. In two DPS games, we could outlast some of our competition. Our tactics are kinda rough, but I've been thinking about doing more with it.
It's even had me considering switching my Ret spec for a PVP-oriented Prot Spec, but I think the versatility of being able to switch from Tank to Healer is too nice for raiding right now.
Posted by
Paul
at
2:51 PM
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