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| I'm really trying to figure this out and I can't get my poor mind to wrap around it. I've heard good and back, praise and damnation. 1.9. The Paladin. In simple terms I can figure, what happened? More importantly, where does that leave the Paladin as a character and where do I go from here in terms of reassigning my points? I want to be support fighting in an instance or group and I want to be able to heal as needed. (It occurs to me that's exactly what I do with my Druid. The D has its tricks and ways of doing it, I want to know what the new Paladin's tricks are.) Thanks! DrM |
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| "Dr. Mojo" <drmojo@none.xyz> writes: >1.9. The Paladin. > >In simple terms I can figure, what happened? More importantly, where does >that leave the Paladin as a character and where do I go from here in >terms of reassigning my points? I haven't tried to play under 1.9 yet, so I can't really answer the allocation question, but from what I can tell from the patch notes, I don't think a paladin's role has changed all that much. It does look like fury has been fixed a bit so you stand a slightly larger chance of holding aggro, but tanking with a paladin is mostly stupid anyway - you're neglecting your role as the guy who's there to jump into that role (or the healer role) when the going gets bad. A paladin's job is to save the day. I can name at least three times in the past where a single thing I did turned a near wipe into victory. Things like a last-second lay of hands on the main warrior, a heal of the priest just as they were about to go down from getting aggro, or getting in the last couple needed hits on a baddie when everyone else had died. A warlock friend recently showed me another goofy thing to do - act as their 'storage battery'. Meaning, healing their ass constantly while they are hellfiring, which lets it do the full devastating damage without them being dead at the end. Try to find a priest willing to do that one! * -- * PV something like badgers--something like lizards--and something like corkscrews. |
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| "Dr. Mojo" <drmojo@none.xyz> writes: >1.9. The Paladin. > >In simple terms I can figure, what happened? More importantly, where does >that leave the Paladin as a character and where do I go from here in >terms of reassigning my points? I haven't tried to play under 1.9 yet, so I can't really answer the allocation question, but from what I can tell from the patch notes, I don't think a paladin's role has changed all that much. It does look like fury has been fixed a bit so you stand a slightly larger chance of holding aggro, but tanking with a paladin is mostly stupid anyway - you're neglecting your role as the guy who's there to jump into that role (or the healer role) when the going gets bad. A paladin's job is to save the day. I can name at least three times in the past where a single thing I did turned a near wipe into victory. Things like a last-second lay of hands on the main warrior, a heal of the priest just as they were about to go down from getting aggro, or getting in the last couple needed hits on a baddie when everyone else had died. A warlock friend recently showed me another goofy thing to do - act as their 'storage battery'. Meaning, healing their ass constantly while they are hellfiring, which lets it do the full devastating damage without them being dead at the end. Try to find a priest willing to do that one! * -- * PV something like badgers--something like lizards--and something like corkscrews. |
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| Dr. Mojo wrote: > I'm really trying to figure this out and I can't get my poor mind to wrap > around it. I've heard good and back, praise and damnation. > > 1.9. The Paladin. > > In simple terms I can figure, what happened? More importantly, where does > that leave the Paladin as a character and where do I go from here in > terms of reassigning my points? > > I want to be support fighting in an instance or group and I want to be > able to heal as needed. Well that last sentence is pretty much the job description for a paladin. So you're definitely playing the right class. The patch tweaked some of the mechanics a bit, and made some changes to the talents (some good, some bad -- overall it's a wash IMO) but the fundamental role is still basically to survive and keep the group alive. Soloing is unfortunately still rather dull, though you can have a bit more fun with judgements and such if you like. Still, if you're soloing as a paladin there's no substitute for friends to chat with while you seal-and-autoattack. In a group, my best advice is to zoom all the way out, turn on NPC health bars ("V" key), and then just pay attention to what's going on around you, where the bad guys are, what the rest of your party is doing, who needs help, etc. The mindset here should be to watch for problems, fix them, and generally keep your party alive. As you level (if you still are), look through your spellbook every once in awhile at all the abilities you have and think about how they could be used, especially in groups. There are a lot of things a paladin can do, and it can take some time to get used to them all. But really, the biggest thing you can do to help your play is just stay focused on your role as group-defender and general problem-fixer. Even if you don't always get things right at first, the fact that you're trying to do the right thing will make you a pretty good paladin, and with some practice you can become a very good one. |
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| Dr. Mojo wrote: > I'm really trying to figure this out and I can't get my poor mind to wrap > around it. I've heard good and back, praise and damnation. > > 1.9. The Paladin. > > In simple terms I can figure, what happened? More importantly, where does > that leave the Paladin as a character and where do I go from here in > terms of reassigning my points? > > I want to be support fighting in an instance or group and I want to be > able to heal as needed. Well that last sentence is pretty much the job description for a paladin. So you're definitely playing the right class. The patch tweaked some of the mechanics a bit, and made some changes to the talents (some good, some bad -- overall it's a wash IMO) but the fundamental role is still basically to survive and keep the group alive. Soloing is unfortunately still rather dull, though you can have a bit more fun with judgements and such if you like. Still, if you're soloing as a paladin there's no substitute for friends to chat with while you seal-and-autoattack. In a group, my best advice is to zoom all the way out, turn on NPC health bars ("V" key), and then just pay attention to what's going on around you, where the bad guys are, what the rest of your party is doing, who needs help, etc. The mindset here should be to watch for problems, fix them, and generally keep your party alive. As you level (if you still are), look through your spellbook every once in awhile at all the abilities you have and think about how they could be used, especially in groups. There are a lot of things a paladin can do, and it can take some time to get used to them all. But really, the biggest thing you can do to help your play is just stay focused on your role as group-defender and general problem-fixer. Even if you don't always get things right at first, the fact that you're trying to do the right thing will make you a pretty good paladin, and with some practice you can become a very good one. |
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| In all honesty, what you're looking at as far as the new Paladin goes is a combination of things, offtank, combat medic, buff/cleanse and moderate DPS. The important thing is that the Paladin can be the lynchpin that keeps everything together and stops a run from wiping. As a paladin, you can pull everyone's fat out of the fryer. If the priest is getting attacked by 1 or more mobs, whack on Righteous Fury and Consecrate around the priest. Hell, whack Blessing of Protection on the priest and take all the aggro. If the Mage decides to go heavy artillery, Blessing of Protection or Blessing of Sacrifice will either stop or remove some damage from him while he's busy nuking the place. The warrior who gets constant heals is more than happy to go hell for leather against multiple mobs, knowing he is practically unkillable. Anyone who uses mana will always appreciate the free mana that Blessing of Wisdom provides and Blessing of Kings goes well for Rogues who could always use +10% Agility. With a combination of buffs, cleanses, heals and even judgements you can keep the group upright, functioning and mobile while watching them wreak bloody vengeance. A Strath run is always good when you can whack Judgement of Light on a high health mob and watch the melee fighters get health back while attacking. Some people say "shaman DPS is outrageous" but the Horde also say "Paladin Survivability is outrageous". Most horde look at a single paladin and go "I could attack but it's going to take a while to kill them and there's no guarentee I'll succeed". U-Boat "Yea though I walk through the valley in the shadow of death, I shall fear no evil because I'm the toughest muthaf*cker in the valley." |
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| In all honesty, what you're looking at as far as the new Paladin goes is a combination of things, offtank, combat medic, buff/cleanse and moderate DPS. The important thing is that the Paladin can be the lynchpin that keeps everything together and stops a run from wiping. As a paladin, you can pull everyone's fat out of the fryer. If the priest is getting attacked by 1 or more mobs, whack on Righteous Fury and Consecrate around the priest. Hell, whack Blessing of Protection on the priest and take all the aggro. If the Mage decides to go heavy artillery, Blessing of Protection or Blessing of Sacrifice will either stop or remove some damage from him while he's busy nuking the place. The warrior who gets constant heals is more than happy to go hell for leather against multiple mobs, knowing he is practically unkillable. Anyone who uses mana will always appreciate the free mana that Blessing of Wisdom provides and Blessing of Kings goes well for Rogues who could always use +10% Agility. With a combination of buffs, cleanses, heals and even judgements you can keep the group upright, functioning and mobile while watching them wreak bloody vengeance. A Strath run is always good when you can whack Judgement of Light on a high health mob and watch the melee fighters get health back while attacking. Some people say "shaman DPS is outrageous" but the Horde also say "Paladin Survivability is outrageous". Most horde look at a single paladin and go "I could attack but it's going to take a while to kill them and there's no guarentee I'll succeed". U-Boat "Yea though I walk through the valley in the shadow of death, I shall fear no evil because I'm the toughest muthaf*cker in the valley." |
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| "U-Boat" <rico_autofire@yahoo.com> writes: >As a paladin, you can pull everyone's fat out of the fryer. If the >priest is getting attacked by 1 or more mobs, whack on Righteous Fury >and Consecrate around the priest. Hell, whack Blessing of Protection on >the priest and take all the aggro. If the Mage decides to go heavy >artillery, Blessing of Protection or Blessing of Sacrifice will either >stop or remove some damage from him while he's busy nuking the place. You know, you gave me some good ideas there, thanks! I got a chance to play a bit last night, and other than having to figure out the trees all over again (I did a lot more holy than I did before!), I think I really like the changes. I can buff myself for 30 minutes as an aggro magnet without losing seals, Command is nicely beefed up and actually has a semi useful judgement, and judgements STICK so long as I keep beating on the enemy. I'm looking forward to grouping with paladin 2.0. * -- * PV something like badgers--something like lizards--and something like corkscrews. |
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| "U-Boat" <rico_autofire@yahoo.com> writes: >As a paladin, you can pull everyone's fat out of the fryer. If the >priest is getting attacked by 1 or more mobs, whack on Righteous Fury >and Consecrate around the priest. Hell, whack Blessing of Protection on >the priest and take all the aggro. If the Mage decides to go heavy >artillery, Blessing of Protection or Blessing of Sacrifice will either >stop or remove some damage from him while he's busy nuking the place. You know, you gave me some good ideas there, thanks! I got a chance to play a bit last night, and other than having to figure out the trees all over again (I did a lot more holy than I did before!), I think I really like the changes. I can buff myself for 30 minutes as an aggro magnet without losing seals, Command is nicely beefed up and actually has a semi useful judgement, and judgements STICK so long as I keep beating on the enemy. I'm looking forward to grouping with paladin 2.0. * -- * PV something like badgers--something like lizards--and something like corkscrews. |
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