Wednesday, June 22, 2011

Two Bosses Enter: Baron Ashbury vs. Cardboard Assassin

In Two Bosses Enter, WoW Insider's series of fantasy death matches, the bosses of World of Warcraft face off in the squared circle. Your vote determines who wins and claims the season title.

A grave mistake was made when the Cardboard Assassin was allowed into the Two Bosses Enter tournament. The world severely underestimated the power of the comedy option. This week, can the menace of Baron Ashbury overcome the hilarity of the Cardboard Assassin?


In last week's matchup, Throngus the Forgemaster slammed face-first into the Scarlet Crusade's Whitemane and Mograine. Was his skull thick enough to pull it off?


Follow along for the details of this week's matchup, as well as discussion on last week's match.


The rules of the ring The WoW Insider Ring is considered neutral territory, where both combatants are able to access their usual encounter mechanics and abilities. If you can't visualize it inside the squared circle, visualize it someplace else -- but you must take into consideration all of each bosses' abilities and mechanics.Assume that each opponent is intelligent and capable of strategic thinking.All of the competitors' abilities, including crowd control and other effects to which bosses are usually immune, work on their opponents (with apologies to considerations of lore on this point).Assume that the opponents share similar levels, health pools, and comparative overall damage output.Don't get caught up in gameplay mechanics and what actual players might do in each encounter.Don't neglect style, story, and scale. Everything is a factor; seeking balance is your goal as a spectator and judge.
Pathetic.

Baron Ashbury has suffered some nerfs since the launch of Cataclysm, but he was, at one time, one of the most intimidating heroic bosses around. Groups not only had to interrupt two spells, but also dispel two spells while keeping up with some mighty intense healing.


Ashbury's bag of tricks includes:

Surely, even after the nerfs he received, Baron Ashbury should be able to bring down a corrugated assassin. Right? If you don't know anything about Baron Ashbury, check out what others had to say about him. In Corner Two: Cardboard Assassin

...


The Cardboard Assassin has made waves in this season of Two Bosses Enter, eliminating fan (and author) favorite Vanessa VanCleef purely through the power of comedy.


The Cardbord Assassin's powers include:

Will the cardboard assassin's astounding passiveness net him another victory? Last Week's Winner: Whitemane and Mograine

The Scarlet Crusade continues to be a powerhouse in this season of TBE. Forgemaster Throngus won a valiant victory over Karsh Steelbender early on in the tournament, but Whitemane and Mograine cut his life short. Despite the fact that she didn't choose the correct winner, I feel I have to feature Nadia's writeup regardless:


"What face we now, Commander," says High Inquisitor Whitemane.


"I do not know, my Lady," says Mograine. "Churl! Who are you to dare threaten the Scarlet Crusade!?!?"


"No! Throngus no like seeing red! Remind him of when he get whipped. You puny red ones go away!"


With that, Throngus picks up Mograine and uses him as a club before dropping him to the ground. Then one giant foot comes crashing down, crushing the Scarlet Commander.


The Inquisitor begins casting and speaks, "arise my Champion!"


Before she can finish casting, Throngus begins sobbing, fiery tears raining down on the stone floor.


"Throngus sorry! Wait, little Lady, Throngus fix poor little squashed red man."


Whitemane stops casting, confused. "What? You're sorry? You're trying to help?"


The giant nods, extending a hand in what appears to be friendship. Hoping that this will somehow help, High Inquisitor Whitemane reaches out and grasps [Throngus's Finger].


"Heh, he he heh, heh! She pulled my finger!"


And a giant jet of flame shoots out of Throngus's Bulwark, burning both High Inquisitor Whitemane and Commander Mograine's crushed body to cinders.


Throngus WINS!

Fart jokes are truly the height of literary genius. Who wins?

The battle begins!


Click Here And 1-85 Power Leveling Now !!

Blood Pact: On armor spells and warlock survivability

Every week, WoW Insider brings you Blood Pact for affliction, demonology and destruction warlocks. For those who disdain the watered-down arts that other cling to like a safety blanket ... For those willing to test their wills against the nether and claim the power that is their right ... Blood Pact welcomes you.

I believe that somewhere along the line, I promised that I would write more this week about how terrible mages are -- which, you know, that's entirely possible, but I say lots of things. Trusting that what I said was accurate or true, well, that seems like a pretty big lead of faith; I personally wouldn't take it. Besides which, I feel that Archmage Pants does quite a good enough job of that for me. Why should I bother? It's like kicking a wounded puppy. Although I'm not entirely against that, either.


No, no, there will be no puppy kicking today -- well, perhaps minimal puppy kicking. Instead, we're going on an adventure -- a literary adventure! I know, get excited, because those are the best kinds. This week is all about keeping yourself alive. If you recall, a while back I wrote on the art of surviving as a warlock. This time, I'd like to take a look into exactly how this works, what's paying off, and what's better left off being passed down to mages.


The Basics: Armors


Right, so you can't have any talk about warlock survivability without dragging Fel and Demon Armor into the discussion. Now, to first focus on the PVE side of things, Fel Armor is liable to be the armor of choice. Do remember, though, that there is a time and a place to utilize Demon Armor, even in PVE.


Armors are the backbone of any cloth caster's defensive toolkit. Mages have armors, and even priests have their new flashy abilities that replicate armor effects. While damage is the objective that people zero in most on in PVE, it isn't your only goal; you also have to care quite a lot about the whole staying alive thing. It's pretty important, too.


In terms of damage, of course, Fel Armor is easily the best out of all of the armors available to any class. Fel Armor directly increases spellpower, which is something that mages don't know from any of their armors. That right there puts it well above anything that a mage could even dream of using. Inner Fire from priests also increases spellpower, but it gives less of it than our defensive tool does. I call this a solid win for the warlock department.


Its raw defensive abilities get a little bit trickier to define. Fel Armor doesn't have a defensive mechanic per se; instead, it allows you to regenerate 3% of all of the single-target damage that you deal. It can be quite easy to scoff at 3% as a trivial amount; perhaps it is. Assuming that you are capable of dealing 20,000 single-target DPS, then you would similarly be healing yourself for 600 HPS. Worth it? Probably not.


Fel Armor doesn't exist to try and give warlocks massive amounts of health return but instead to counteract the amount of self-inflicted damage that they deal. That's a decently fair trade-off when you look at it, but how practical is it? Life Tap is going to hit your health in one large "burst," whereas your health is only going to trickle back from Fel Armor. It might be balanced in the long run, but you'll just have healers negating the process through simply doing their jobs.


The other thing about the health return from Fel Armor that's upsetting, to me at least, is that Vampiric Embrace has a higher self-return. Shadow priests don't deal nearly as much damage to themselves as warlocks do; our armor should return just as much health to us as their silly little ... buff returns to them. It seems only fair.


On a plus note, Fel Armor is way more defensive than Molten Armor for mages is. Molten Armor provides the mage with a 5% chance to not be critically hit, which doesn't help them in PVE at all. Unless they start thinking they can tank a boss -- P.S., they can't -- nothing that will hit them is even capable of critting. We win this round.


Defensive utility of armors


Fel armor might have a rather decent use in PVE, but the downside of our armors really comes out in PVP. That isn't entirely true -- Demon Armor is a rather good choice for armor in PVP, and I would strongly suggest that you use it, unless you think that 3% health return from Fel Armor is going to outheal a rogue.


Demon Armor is a pretty sweet deal for PVP, but it does rely on having an actual healer around. In random queues, this may not always be possible, but you should never be without a healer in organized PVP; the exception is when you're running a double DPS 2v2 comp.


Comparatively, though, does Demon Armor really hold up against those of other classes? It's a tough call. In terms of damage mitigation, Demon Armor is actually the worst of all of the choices out there. Frost Armor reduces physical damage by 15%, while Inner Fire increases armor values by 60%. Both are different bonuses, but both are also above and beyond better than the 2,345 armor granted by Demon Armor. (As a side note: Really, Blizzard? Really? 2,345? Sequential order -- is that how we create spells now?)


Regardless of which of the three armors is the worst, it should kind of be noted that all of them are actually pretty bad. Physical damage is nothing but a different spell school that's pretty much as useful as Shadow Ward. There are only three things in the game that you'll run into that rely exclusively on physical damage: warriors, feral druids and possibly retribution paladins (I can't recall how much of their damage is holy and how much is physical). Sub rogues rely pretty heavily on physical damage as well, which is a great thing for our armor, but they still have pretty high poison damage. Marksmen hunters are fairly physical damage-based, as well.


That is the growing flaw with armor itself. There are far too many physical DPSers that don't deal physical damage any more. Survival hunters only have Auto-Shots that deal physical damage; death knights are pretty evenly split between some form of magical and physical. Assassination rogues deal nearly as much nature damage as they deal physical damage. As these classes gain more abilities that ignore armor, the value of armor in PVP decreases.


Why armors are useless


There has always been an arms race of sorts between armor and armor penetration. Although Blizzard has since removed the actual stat to allow for players to penetrate armor, it can't remove the ability to do so completely. Magical damage totally ignores armor, which is the crux of why armor penetration grew so powerful.


When Blizzard looks at PVP, there's a certain limit to how much damage that the developers want for each class or spec to be able to do within any given time frame. Given that magical attacks all ignore armor, physical attacks have to be balances around the factor of armor, which is much stronger now than it ever was.


At the start of Cataclysm, Blizzard made a big to-do about how it was going to be rebalancing armor values. It understood that cloth and leather were just a little bit too squishy in comparison to plate, and even mail was a little bit lacking. Yet the entire idea that this "solution" actually solved any form of problem is a fallacy; it ultimately didn't hold a large impact in reducing the overall physical damage than players take in PVP.


Why? Simple: Blizzard has expected values of damage that it wants for players to be able to deal. While Blizzard now has more freedom to increase the damage that warriors and the like are capable of dealing to high-armor targets without it causing them to utterly demolish low-armor targets, the overall damage output of a warrior really wasn't going to change -- and it hasn't. Warriors are still a really strong PVP class that deals punishing amounts of damage; rogues are still a powerful PVP class that can deal massive amounts of damage.


When it comes to survivability, everything is rather meaningless. Blizzard expects a certain amount of damage to be dealt. Passive damage reduction is a virtually useless stat in PVP. It does not exist to actually increase your expected survivability in PVP; it exists to allow Blizzard a tool to balance damage between PVE and PVP, wherein PVE damage is vastly higher.


Think of it this way: 20,000 damage per second is far too much for any player to be able to deal in PVP. A blanket silence, a single stun, and someone is going to go from 100% to dead before you can get out. So we want to reduce PVP damage. What's the best way to do that? Passive damage reduction. Toss in a talent for players, or give them some ability or another that just says "reduces the damage you take by 20%," and your problem is solved. Now you have two tools that you can adjust to tweak PVP damage -- the damage output itself and the damage reduction of players.


How to save a life


Passive damage reduction is important because you are expected to have it, but it isn't what will actually save your life in PVP combat. Again, everyone is expected to have whatever passive damage reduction effects that they can, so Blizzard balances PVP damage around that assumption. This is one of the primary reasons that raw defensive and escape mechanics are far more important than passive damage reduction.


Having the ability to temporarily drastically increase your damage reduction or to escape and avoid all incoming damage completely will always be the best defensive mechanic. This is because it's an intangible effect that you can't directly balance against. You cannot look at abilities such as Barkskin and say "Oh, it provides an average of 8% damage reduction." No, it doesn't. It provides 20% damage reduction for 12 seconds.


This is actually quite the downside for warlocks defensively, and it really shows why affliction does so well. We lack a lot of these defensive tools as baseline abilities. There's Demonic Teleport, but that is all we really have in terms of damage mitigating abilities; instead our focus seems to be more on passive damage reduction.


For example, when fighting a warrior, it is expected that you would have Curse of Weakness and Soul Link up, which would put a rather good dent in the damage that you take. Curse of Weakness is fairly strong, yet it too suffers form the same issue that it only reduces physical damage.


Warlocks do not escape damage as much as they are expected to tank damage, and they don't rely so much on damage reduction tools as they rely on a mixture of damage reduction, self-healing, and a passive increase to healing received. Theoretically, this is a great system; it's different than what you see for other casters, it's rather interesting, and it can be functional. The problem, however, is that only affliction really supports this.


Each spec has its own self-healing talent. Affliction has Siphon Life, destruction has Soul Leech, and demonology has Demonic Aegis. Realistically, it feels as though destruction should be the best in terms of self-healing; they can get the most damage talents while getting both Soul Leech and Siphon Life. This isn't the case.


Siphon Life is highly powerful, but the real draw of affliction isn't the ability to tank damage. Warlocks are designed to do this at a base. No spec is really much better at it than any of the others, yet affliction is better at putting out pressure and at avoiding damage, which is far more important.


Despite being designed to tank damage, tanking damage is a a flawed concept. Avoiding damage will always be vastly superior. The spec that is best able to avoid damage while dealing it at the same time will be the best PVP, and that is exactly what we see.
Blood Pact is a weekly column detailing DoTs, demons and all the dastardly deeds done by warlocks. We'll coach you in the fine art of staying alive, help pick the best target for Dark Intent, and steer you through encounters such as Blackwing Descent and The Bastion of Twilight.


Click Here And 1-85 Power Leveling Now !!

Tuesday, June 21, 2011

The Daily Quest: Altoholic

WoW Insider's on a Daily Quest to bring you interesting, informative, and entertaining WoW-related links from around the blogosphere.

Last week, I bought a Winged Guardian for my main account because the lure of the fluffy glowing kitty was too great to resist. After claiming it on my main, I began the process of logging on to my alts and claiming the kitty, character by character. That's when I logged on to a rogue I hadn't played since just after BWL came out in patch 1.6.0.


It was like opening a time capsule. The character (a twink at the time) was decked out with two blue weapons, both enchanted with Fiery Weapon. She was loaded up with Flash Powder and Blinding Powder, neither of which do anything anymore -- but they brought a smile to my face, regardless.


Click Here And 1-85 Power Leveling Now !!

Patch 4.2 PTR raid testing continues tonight

The testing for patch 4.2's Firelands raid content has been moving along at a steady clip, save for Friday's testing period, which got derailed due to server issues. But never fear! The 25-player modes for flamewaker hunter Shannox, spider-queen Beth'tilac, and cranky (almost Rossi-like) elemental Lord Rhyolith are up for testing tonight to make up for Friday's lost time.

Make sure to check out our impressions of three of the new bosses: Alysrazor, Lord Rhyolith, and Beth'tilac.

We're going to retry Friday's schedule, today!

Monday, June 6
2:30 PM PDT – Shannox (25 Player)
4:00 PM PDT – Beth'tilac (25 Player)
5:30 PM PDT – Lord Rhyolith (25 Player)


As always, the schedule can change at a moment's notice due to issues with the build, server, encounter, or the mercurial nature of designers. The encounters are all a work in progress; there will be bugs and tuning is not final.


Click Here And 1-85 Power Leveling Now !!

Monday, June 20, 2011

All the World's a Stage: Tauren and timelines in roleplay

All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW. Have questions about roleplaying, or roleplaying issues? Email me -- I'm always open to suggestions!
Last week, we discussed the timelines of gnomes and dwarves, two races that recently discovered their roots. Though the dwarves and gnomes were originally Titan creations, today we're going to talk about a race that has simply been here since the beginning -- the tauren. Much like the night elves, the tauren have a gigantic chunk of history that is simply ... missing, though the tauren have more of an explanation for that absence of information than their night elf counterparts.

For tauren roleplayers, however, the past isn't really an issue so much as current events -- and the tauren race has a lot to think about. The tauren have often been thought of as the "nicest" of the Horde races, peaceful and generally kind to all. That's what makes what happens to the tauren race in Cataclysm twice as bitter -- their people turned on, their leader killed in cold blood, and their home under siege. Despite all this, the tauren remain staunch allies of the Horde, willing to lay down their lives for honor.

Life spans

The tauren race has two distinct life spans that are mentioned in the various World of Warcraft source books. One is considerably shorter than the other. However, we'll be going with the most recent of life span references. As always, keep in mind that these are merely references taken from the RPG books; use them as a general guideline if you wish, but don't take them as set in absolute stone.

A tauren reaches maturity at roughly age 50 or so and is considered middle aged by age 75. An old tauren is roughly 95 years of age, a tauren of venerable age is around 110, and the maximum life span for a tauren is approximately 115 to 150 years or so. Earlier accounts have tauren hitting maturity at age 15 and rarely making it past 100 years of age; however, given what we know of existing lore, the most recent references are probably much closer to "correct."


History and timelines

Here's where it gets tricky. The tauren race were originally a nomadic people that wandered the plains of The Barrens. They didn't write down historical events; these were passed on by stories and word of mouth. So we have virtually no known record of tauren history prior to their inclusion in the Horde. There are a few written pieces of tauren history available for players to look at in the form of the Thunder Bluff scrolls. These scrolls are located in Hammul Runetotem's tent on Elder Rise in Thunder Bluff and detail some of the earliest history of the tauren.

These scrolls are merely legends, and whether or not these scrolls are accurate is unclear. But beyond the scrolls, there is nothing regarding tauren history. What does this mean for a roleplayer? Well, think about it -- the tauren passed down history through stories and legends. This makes a tauren character a perfect storyteller, if you feel like trying your hand at writing fables and myths. Since there is no real recorded history; you can make up your own without stepping on too many toes.

The known, existing portion of tauren history begins in roughly year 20 (or year 25 on the unofficial timeline). The tauren people had long been nomads, roaming across The Barrens and warring with the centaur also native to the region. However, the centaur were beginning to gain the upper hand. Chief Cairne Bloodhoof, leader of the Bloodhoof tribe, recognized the need for all the wandering tribes of tauren to come together so that they could defend themselves as one people, rather than wandering tribes.

This was the genesis of Thunder Bluff; it was all Cairne's idea. The centaur, however, fought back every step of the way -- and it was during one of these fights that Cairne encountered Thrall, a strange, green-skinned creature who seemed to have a deep connection with the earth that resonated with the tauren chieftain. After Thrall helped the tauren not once, but twice over, Cairne agreed to join Thrall's Horde, convinced that the orc's vision of a peaceful future was something well worth fighting for.

All through World of Warcraft and The Burning Crusade, the tauren lived their lives fairly peacefully, interrupted only by the occasional squabble with centaur, quillboar, or dwarves intent on digging up sacred land. In year 27 (or 32 on the unofficial timeline), the tauren traveled north with the Horde and stumbled across the taunka, a new race that shared obvious ancestry with the tauren people. Unfortunately this link wasn't really explored in full -- but from what we can gather, the taunka of Northrend evolved from the tauren race.


In year 30-33 or so, just on the cusp of the Cataclysm, tauren history suddenly took a turn for the worse. Chieftain Cairne Bloodhoof, who had led the tauren from a nomadic life to a proud group of people with a home to call their own, was killed by Garrosh Hellscream in a duel. Though the tauren originally thought it was the duel that killed Cairne, it turned out it was the plan of Magatha Grimtotem, leader of the Grimtotem tribe. The Grimtotem were one of the few tauren tribes to never officially join the Horde, unwilling to accept an alliance with "lesser creatures."

Magatha poisoned Garrosh's blade just before the duel began, and with one strike, Cairne was dead. The Grimtotem matriarch immediately ordered her tribe to attack Thunder Bluff and the surrounding areas and to kill anyone that remained loyal to Cairne, including his son, Baine. Baine escaped and led a counterattack, quickly crushing the Grimtotem forces and banishing Magatha from Thunder Bluff forever.

The death of Cairne was a terrible blow to the tauren people, but his son, Baine, stepped up to continue Cairne's legacy of peace. This wasn't the end of sorrow for the tauren, however. When Deathwing ripped through the land, the quillboar of southern Mulgore took the opportunity amidst the chaos to strike back at the small settlement of Red Cloud Mesa, killing civilians in the process.

Just outside of Mulgore, the small hunter encampment, Camp Taurajo, was burned to the ground by Alliance soldiers seeking to pave a path through The Barrens. As a result, the tauren constructed a Great Gate to seal Mulgore off from The Barrens, leaving only a small, easily defendable path to the north as the way out of Mulgore on foot. In Thousand Needles, the entire canyon was filled with water, the few survivors who weren't washed away either taking refuge in Feralas or fighting off the Grimtotem atop the spires that remain the only dry land in the now flooded valley.

The tensions between the tauren and the rest of the Horde run high as a result of Cairne's death, though it was an accident caused by Magatha's meddling. Cairne didn't agree with Thrall's appointing Garrosh as Warchief, and his son bears the same uncertainties toward Garrosh as well. Though the tauren have a place of honor in Orgrimmar, they are still relatively uneasy when it comes to Garrosh's intentions for the Horde.

This leaves a lot for a tauren roleplayer to play with.


Roleplay potential and resource information

What does all this mean for a tauren roleplayer? It means that a tauren reaching maturity on the cusp of Cataclysm has lived through the past 50 years of tauren life -- before Thunder Bluff was created, before the tauren people joined the Horde. It also means he was absolutely there for Cairne's death and everything after. Since a mature tauren has lived through all the current sorrow the tauren people are experiencing, roleplayers have a vast well of reactions to pull from for a tauren character.

Does he side with Cairne and Baine, believing peace to be an option? Does he think that perhaps Garrosh has the right idea? Does he hate the Grimtotem or agree with their position that the tauren might just be the superior race? How does he feel about the Alliance, after what happened at Camp Taurajo? Does he trust his fellow members of the Horde, or is he wary of everyone, tauren and other race alike? Has he lost family or friends to the vast amounts of devastation brought about by the Cataclysm?

Though tauren life prior to their involvement with the Horde is largely unknown, there are plenty of resources out there for their current situation. I highly recommend all roleplayers interested in tauren history pick up the novel The Shattering by Christie Golden; it explains what happened to Cairne and Magatha's uprising in detail. In addition, tauren shaman may want to pick up the Warcraft: Shaman manga, which explains some of the events just prior to Cataclysm as well.

As always, Wowpedia is a great resource for information regarding the tauren race. In addition, there have been several Know Your Lore articles written about the tauren, from the history of Cairne Bloodhoof and his son Baine to the events in Southern Barrens and a look at tauren politics prior to Cataclysm's launch.

For tauren roleplayers, the current state of the tauren population is grim and somewhat bleak. Whether your tauren character clings to the grim and bitter attitudes of the survivors or embraces a hopeful outlook for days ahead is entirely up to you.
All the World's a Stage is your source for roleplaying ideas, innovations and ironies. Let us help you imagine what it's like to sacrifice spells for the story, totally immerse yourself in your roleplaying or even RP on a non-RP realm! Tags: featured, guide, guide-to-lore, lore, lore-guide, role-play, role-playing-guide, rp-guide, tauren, tauren-history, tauren-timelines, world-of-warcraft-lore, wow-guide, wow-lore, wow-role-playing, wow-role-playing-guide, wow-rp, wow-rp-guide, wow-rping

Filed under: All the World's a Stage (Roleplaying)


View the original article here

WoW Moviewatch: Are WoW Cataclysm Graphics Good?

Are WoW Cataclysm Graphics Good? is the title of the new tribute video by Wowcrendor. The video showcases some of the beautiful, stunning imagery to be found in the landscapes of Azeroth. Obviously, the answer we're being led to is "Yes, WoW Cataclysm graphics are pretty darn good."

This movie is actually a sequel of Wowcrendor's original Are WoW Graphics Bad? Tribute videos like these aren't uncommon; we saw a lot of nostalgia videos about the time Wrath of the Lich King was going away. Still, Wowcrendor has a pretty good eye, and he puts it to use in these landscape features.
Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Click Here And 1-85 Power Leveling Now !!

Sunday, June 19, 2011

The Light and How to Swing It: Dealing with healing caps

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, or catch me weekly on the Matticast.

If you've ever played a DPS class, you're familiar with working with stats with caps. You have to worry about hit and expertise caps, and there have even been haste and crit caps, too. While playing the min-max game with these stats can be entertaining, healers rarely have to worry about stat caps. Our primary stats, intellect and spirit, don't have any caps to speak of. We do have a few haste breakpoints where we get bonus Holy Radiance ticks, but haste and mastery don't have any hard caps that we can reach. We can pick up any healing stat without worrying about having too much of any given stat.


Instead of dealing with stat caps, healers deal with spell caps. DPS classes have an optimal system or rotation that they follow, but healers have several spell options they can choose from. Each spell has its own limitations, and knowing when to use what spell is a key part of playing a healer successfully. Holy paladins are especially familiar with these issues, as our spells tend to be in flux nearly even patch. Learning how to work around each spell's strengths and weaknesses will ensure that you always use the right tool for the job.


Reaching the HPS cap


Every time a tank dies, a holy paladin learns a little more about himself. I tend to view every tank death as a personal failure. The most common cause of tank death, in my experience, is doing too little healing per second. I'll get complacent while using my cheaper heals, and before I can react to a change, the tank gets smashed.


When you're healing a tank, you're essentially playing tug-of-war with the boss. The boss is doing a certain amount of DPS to your tank, and you need to do a certain amount of HPS to counter that. The boss might change his DPS values up and down at different times to try to throw you off balance, so you need to counter with the proper HPS choices quickly. The tank's life becomes a buffer, giving you a few precious seconds to react to the boss' latest attacks.


If the boss is doing more DPS than you're doing HPS, you have three choices: lower the boss' DPS, increase your personal HPS, or ask for some help. Asking for help should be our last resort, so let's focus on the first two options.


In order to reduce the boss' DPS, the tank (or raid) can use some of their cooldowns to mitigate some of the damage. Every tank has a couple of cooldowns at his disposal that help drop incoming DPS, and so you should coordinate with your tank to use those cooldowns if you're finding that you don't have the HPS to keep up. We can also use our defensive cooldowns, like Aura Mastery and Hand of Sacrifice, to reduce the damage that our targets take. Finally, you can also use CC or interrupts to knock down your enemies' damage, where applicable.


Defense isn't everything


Cooldowns are nice, but they're not always the answer. Sometimes, regardless of what cooldowns are active, spamming Holy Light with every global cooldown won't keep someone up. If you find yourself without enough GCDs, you might just need to use a bigger spell. While Holy Shock and Holy Light are great for saving mana, their HPS won't keep up a tank that's under pressure. There are situations where you just need to start dropping Divine Lights if you're going to keep someone alive through heavy damage. Avoid using Flash of Light if you can, as it takes the HPS/HPM balance too far and will rip through your mana way too quickly. When it comes to holy paladin spell selection, the real choice comes down to Holy Light vs. Divine Light.


The key to choosing between Divine Light and the other, cheaper heals is knowing how much damage your tank is going to take. If it's just a short period of burst, a few Divine Lights won't break your mana bank. If it's going to be a sustained session of spamming DL, you need to make sure you have the mana for it.


On a fight like heroic Halfus, where spamming Divine Light is really the only option, we have to use every trick in our book to prevent ourselves from simply running out of mana. Every gear upgrade we gets goes towards increasing the number of DLs we can cast per fight. DLs are typically the limiting factor of any mana pool, and so you want to spend the ones you can afford wisely. If you do have to spam Divine Light, you can mitigate the amount of mana you spend by utilizing Beacon of Light and Tower of Radiance. If you just have a single target getting slammed, you can toss Beacon on them, and then use your ToR holy power points on free Words of Glory. I use this strategy on several heroic encounters, as the free WoG every few seconds comes in handy for reducing my total mana expenditure.


The final way to increase your HPS is to use an offensive cooldown to boost your healing output. Avenging Wrath and Divine Favor both boost our healing significantly, and our Guardian of the Ancient Kings assists with this, too. Between our defensive and offensive cooldown options, we can tweak the DPS/HPS balance in our favor.


Defensive cooldowns tend to be the most potent when the tank is getting hit for huge amounts, while offensive cooldowns work best when the tank's life is descending smoothly. How much less do you have to heal when a tank has Shield Wall up? You'll never know until you try, so you need to test the potency of each cooldown to know when to use them.


Hitting the mana wall


While it's easy to tell you to just use Divine Light more often if your tank is dying, you also can't sustain a 100% Divine Light cycle. We simply don't have the mana to spam our biggest heal like we did in Wrath. Without careful use of our cheaper heals, we'll run out of mana before an encounter is over. We have to be as efficient as we can without letting anyone die.


Riding the line between doing enough HPS but yet reserving enough mana is one of the major difficulties of playing a healer. In Cataclysm, we don't always have to top everyone off. I see a lot of newer holy paladins pulling out their big heals on every pull, when they can usually get by with far less.


For example, against Bloodlord Mandokir, we don't have really heal anyone besides the tank. Mandokir's debuff, Ritual of Bloodletting, won't kill a player as long as they have a few hundred life, and his power move, Devastating Slam, kills on impact. There's no reason to spend the time or globals on healing the group, since they're in no real danger.


Similarly, when facing Cho'gall, your raid won't take much damage during phase 1. While they'll get blasted during the Shadow's Orders phases, you have a ton of time to heal everyone up. You don't need to be in a rush; you can use Holy Light to get everyone back up to full before the next Shadow's Orders phase. While Divine Light might heal twice as fast as Holy Light does, Holy Light can do it for a fraction of the mana. Lean on Holy Light and Holy Shock whenever someone isn't in any immediate danger of dying.


If you find yourself running out of mana, you should approach it from two directions. First, try to get more mana by using Divine Plea and Judgement as often as you can. Second, try to use cheaper heals whenever you can.


Click Here And 1-85 Power Leveling Now !!