Posts Tagged ‘guide-to-paladins’

by Matt Walsh

 

Now, with one front wrapped up, it’s time to turn face and march into Cho’gall’s fortress towering over the Twilight Highlands and wrap up another major staging ground for the threats of tier 11.

In this column, I’ll give you the works on every boss: detailed descriptions of what each ability means to you as a tank, how to counter them, when to use your cooldowns for maximum effect, any pain points to watch out for, and how to maximize your kit to hit the ground running.
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by Matt Walsh

 

1This is it, the twilight of Nefarian’s rule. You’ve come a long way, bursting through the front gate, smashing to bits the doormen, foiling an attempted annelid home invasion, trashing Maloriak’s lab, and kicking the… let’s call it the dog.

All that remains between you and the main event is Nef’s blind progeny and a short leap into a fiery pit. To help you prepare for the challenge of facing down the son of Deathwing, I’ll give you a slew of tips to maximize your survivability against the big guy, as he throws vicious electrical attacks, bursts of shadowflame, or a small army of risen corpses your way.
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by Matt Walsh

 

We talked about the entry-level bosses of Blackwing Descent, Magmaw and the Omnotron Council, and how to burst your way through them to open the gate standing between your raid and the Vault of the Shadowflame. With those two entry-level bosses out of your way, it’s time for the meat and potatoes of the dungeon.

Between you and the Son of Deathwing are three more obstacles — the architect of Blackwing’s minions and the two horrible creatures he has forged. The fights themselves aren’t terribly difficult, but they will test various parts of your tanking skill set, whether it be situational awareness, cooldown management, or add dancing. In this post, I’ll go over the next two fights in exquisite detail, pointing out little tips that you can use to maximize your tanking prowess against Maloriak and Chimaeron, in order to set you up for the final two fights: Atramedes and Nefarian himself.
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26
May

WoW Paladin Guide: Don’t trust your mana bar

   Posted by: free-wow-guide   in WoW Paladin Guides

by Chase Christian

 

Since patch 4.1 went live, I have been noticing some irregularities with my mana bar. I don’t check it too often, as I’m usually focused on my raid’s health instead. As expected, I watch my mana the most when it’s running low. It seemed as if I was both gaining and spending more mana than usual, and so I started doing some research. A few threads on the WoWofficial forums revealed that there were others seeing the same sort of issues and that Seal of Insight and Judgement were the main suspects.

The initial reports that I found indicated that holy paladins were actually being robbed of mana after using Judgement. We normally gain mana after Judging, due to its interaction with Seal of Insight. The issue was that when casting a spell after Judging, we’d somehow lose the mana that we had just gained. Judgement actually costs us some mana, though typically we recoup the cost from the mana it grants. If we’re not seeing a return from Judgement with SoI active, then we should actually stop Judging on cooldown. Luckily for us, that’s not the whole story of what’s happening.
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by Matt Walsh

 

In some ways, the story behind Cataclysm is a bit of a family drama. Dad goes crazy and puts a huge crack in the planet’s crust, while his children are forced to deal with the sins of the father. It seems a bit cruel for our first raiding objective in this expansion to be breaking into a mountain lair and murdering — or re-murdering, as the case may be — our foe’s children, eh? (This was a weird tangent to start a post on, I agree.)

Anyway, before you can engage in wanton filicide, there’s some work to be done. Nefarian has packed his lair with all sorts of indefatigable foes: the intruding lava-dwelling worm, the pack of golems, the mad scientist dragonling, the failed experiment, and the sightless wyrm. Each will need to be dealt with in turn until you can face the unfortunate son himself. In this post, I’ll detail how to maximize your survivability against each foe, plus the little tricks you can use from fight to fight to squeeze every last drop out of your tanking, so that soon enough you’ll be able to topple the big guy.
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by Chase Christian

 

The true final boss of Cataclysm‘s first tier is a hotly debated topic. With three different raid instances available at launch, the end boss in each raid zone could be eligible for the top spot. While most people will agree that Al’Akir is only a secondary opponent, Nefarian and Cho’gall are both old and powerful enemies. Cho’gall has been covered in the WoW comic books with great detail, while Nefarian is so common in WoW that we’ve already killed him once. Sinestra could even make her claim for the throne, as she is a difficult, heroic-only boss.

In my opinion, Nefarian is the final boss of tier 11. He’s Deathwing’s son, which makes him public enemy #2. During the encounter, we’re faced with not one but two dragons, plus all the doomfire and adds that we can handle. The Nefarian encounter is the type of fight that I would’ve hated before Cataclysm. Now, we have AoE abilities to handle the incredible raid damage and the mana management tools to keep ourselves from running dry.
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by Chase Christian

 

Prime glyphs have been designed by Blizzard to be no-brainers; they’re powerful, and their purpose is clear. While there are four different prime glyphs that a holy paladin can choose from, most holy paladins will neglect the Glyph of Divine Favor and pick the other three. Some of the high-end paladins (such as Diamondtear) swear by the Divine Favor glyph, as they rely on their cooldowns heavily during the hardest heroic encounters. If you find yourself ignoring Word of Glory, you can sacrifice its glyph for Divine Favor as well.

Minor glyphs are largely irrelevant for us, as they only cut down the mana cost of spells that we normally cast while out of combat. It’s cool to save mana, but the minor glyphs are really automatic and almost pointless. The major glyph situation is quite different for holy paladins. We have a smorgasbord of major glyphs to choose from, with each offering unique benefits. I find myself changing my major glyphs quite often, as many of them are only valuable in certain situations.
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by Matt Walsh

 

Tanking successfully often hinges on control — control over your surroundings, the enemies around you, your damage intake, the threat ceiling, and so on. The more drops of tanky goodness you can squeeze out of your every one movement, the better. And that means that the more efficient you are with your GCDs, the better your performance will be.

One of the easiest ways to make your actions more efficient is with the judicious use of macros. No, I’m not talking about the heresy that was the oft-paired 9 macro and 6 macro back in Wrath, but rather some neat little tricks that can give new forms to your abilities, prevent disastrous side effects from others, give you better raid utility, or even allow you to dominate the interrupts chart on a certain fight.
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by Chase Christian

 

Intellect has been our best stat for quite some time, and Cataclysm has only reinforced that. We get spellpower, mana, and critical strike chance from every point of intellect, which makes it valuable for every aspect of holy paladin play. We want to gem for intellect, enchant for intellect, use intellect consumables like Severed Sagefish Head and the Flask of the Draconic Mind. All of our spells scale off of spellpower, which makes it an amazing throughput stat. The fact that it gives us critical strike rating is just icing on the cake.

Divine Plea‘s mana regeneration scales off of our maximum mana, and so stacking intellect gives us both mana at the start of the fight and then additional mana every time we use Divine Plea. My only advice is to be sure to use all plate gear, as we receive a 5% intellect bonus when wearing all plate. Mail caster gear may seem attractive, but the intellect loss isn’t worth it. Intellect is designed to be our best stat, and that’s why we can find it on all of our gear. Even if you hated intellect, you can’t get rid of it. The real gearing decisions come down to choices between the secondary stats.
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by Matt Walsh

 

Block-capped, unhittable, uncrushable, combat table coverage — all these terms (some deprecated, some still relevant) refer to the same basic principle: achieving 102.4% block and avoidance in order to push normal hits off the combat table.

Now, what I just said in that last sentence might be an arcane mishmash for some folks who are new to tanking, and I aim to fix that. One of the most potent things you can do for your gearing is hit that magic 102.4% number, to achieve full combat table coverage. Doing so, you’re looking at least a constant 40% damage reduction for any melee hit. This is the holy grail for shield tanks right now. Let’s talk about how to make that happen.
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