Showing posts with label Talents. Show all posts
Showing posts with label Talents. Show all posts

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.

Wednesday, April 15, 2009

On timing...

So Blizzard release 3.1 and suddenly I go from scraping eight people together for Naxx to having 13-15 signs for each day. If I wasn't already a withered, bitter lump of Scottishness I'd go on a rant against human nature. Instead I'll complain about how this patch hits just after the beginning of the financial year, so I'm pretty busy at work, and spending all my spare time doing Guild admin for my freshly-interested guildies.

Further to my last post, I've revised my planned Protection spec to a slightly more cookie-cutterish 0/53/18 after being convinced of Crusade and Conviction's superiority over Seals of the Pure. I'm not getting rid of Pursuit of Justice though.

Tuesday, April 14, 2009

3.1 Preparations

Well, 3.1's been confirmed as incoming this week, and we'll finally be able to see if it was worth the wait.

Of course, along with Ulduar, the big change in 3.1 is the introduction of Dual specs, the ability to store and switch between two separate specs, with their own action bars and glyphs. With this in mind, here's my thoughts on how Ulu will be speccing come 3.1:

Tank Spec: 0/53/18

I really like Pursuit of Justice, and I've missed it since I specced out of it. Yes, I could get a run speed enchant, but it's just not the same thing!

Major Glyphs

Glyph of Righteous Defense -> Glyph of Divine Plea Righteous Defense barely gets used since Ulu got Hand of Reckoning, so it seems a good place to swap in the new hotness.
Glyph of Judgement -> Glyph of Exorcism If you use Exorcism ever second cooldown, then this glyph wins over the Glyph of Judgement. It's also nice for more burst at the pull.
Glyph of Seal of Vengeance -> Glyph of Seal of Vengeance Still absurdly overbudget and I'll probably use it until I end up with a prohibitive amount of Expertise from gear.


DPS Spec: 0/17/54

I know some folks are going into Holy for Aura Mastery, but the extra healing from Divinity will be nice with Divine Storm, JoL and Art of War. Plus I'm tempted by seeing how Divine Sacrifice can help out in a splash damage-heavy fight, and Divine Guardian will be nice now that Sacred Shield is single target-only.

Major Glyphs

Glyph of Seal of Blood - Now that Rets don't have Spiritual Attunement, it's going to be important to get some mana back.
Glyph of Exorcism - More damage is always good.
Glyph of Judgement - See above.


Minor Glyphs (both specs): I don't see these changing, given that the selection of Paladin minor glyphs are less than inspiring.

Glyph of Blessing of Might
Glyph of Lay on Hands
Glyph of Sense Undead

Tuesday, October 14, 2008

Talents and 3.0

Well because I happen to live in the cradle of civilisation as opposed to one of the god-forsaken colonies, I will have to wait until tomorrow evening to try out the myriad delights of Patch 3.0.2.

I suppose the only thing to do is list the probable talent spec for 3.0.

After some thought, I'm going to start with a 4/51/6 spread.

My original plan was a slightly more conventional 5/51/5 but recent news has led me to change my mind.

I switched one point from Seals of the Pure to Improved Judgement so I can better fit in the 6 and 9 second skill rotations. I also got Shield of the Templar since Ghostcrawler has said it will soon include a 3% damage reudction. Those points would have otherwise rounded out One-Handed Weapon Spec and Ardent Defender.

By level 80, I intend Ulu's tanking spec to be 5/56/10.