Archive | June, 2010

Retribution Leveling: 1-10

Out of what can only be described as sheer boredom, of which the only prescription is more cowbell, I’ve started leveling another ret paladin. While I’m doing so, I thought it’d be a good idea to make some sort of leveling guide as I go, to those of us who are waiting for Cata and have just nothing else to do.

Level 0

Oh yes, even before you’re level 1, you’re level 0, sitting at the character creation screen and trying to decide on hair colors. I mean, what other decision is there? Oh… those other decisions. Let’s go over them then.


As a Hordie, you only have one option: Blood Elf. Might I suggest rolling a male Belf, even if you’re a female IRL? There’s nothing quite like frosted tips. Although I should mention that female Belves aren’t that bad. Just get your face/hair/earring situation figured out, and start rolling through Eversong.


As a piece of scum weird Alliance player, you have three options: Draenei, Dwarf, or Human. In terms of PvP, Human seems to be the way to go. In PvE, however, it’s a toss-up.

Go Human if you want: Mace and Sword Specializations, handy for freeing up some itemization on gear.
Go Dwarf if you want: a slightly better Mace Specialization.
Go Draenei if you want: a 1% Hit-increasing aura, and a -10% self-respect aura (not real, sadly).

I’ll leave it up to you to make the decision; I will say, though, that the Draenei starting areas are more intuitively designed than the human and dwarf ones, and will probably net you a decently larger amount of xp in a shorter amount of time.


So you got a main on the server (Horde or Alliance? Doesn’t matter anymore!) and you got some Emblems / Shards burning a hole in your pocket? I personally recommend getting the Polished chest and shoulders, as the Stockade shoulders are slightly worse. However, if you feel you need the resilience for whatever reason, both shoulders have the 10% XP bonus, which stacks with the chest, so go for it.

Also, the Dread Pirate Ring is pretty hot, if you’ve won the Kalu’ak Fishing Derby, that is.

If you really have a lot of extra badges, get a Swift Hand of Justice or two. Again, if you need some PvP-related gear, buy an Inherited Insignia from Wintergrasp.

And last but not least, grab up the Bloodied Arcanite Reaper or Reforged Truesilver Champion for a weapon, and throw Crusader on it. When it procs during the first few levels, you will decimate all in your path! After level 60, you can throw Strength on it, since Crusader’s effectiveness will be quite low at that point.


For the love of the Light, if you can send some 16, 18, or 20 slotters over from a main, do it! Running out of bagspace sucks.

Levels 1-3

Welcome to the world of melee-swinging. I’m serious, you have no other DPS moves. Sure, you got Devotion Aura and Holy Light, as well as Seal of Righteousness, but once you throw your seal up, you can just go AFK and make a sandwich while patiently waiting for your character to kill the mob.

Levels 4-6

Here’s your bread-and-butter spell: Judgement. Right now, you’ll get Judgement of Light, which heals you each time you attack the affected target. This is what you’ll mainly be using as you level, so get used to it.

Blessing of Might is also introduced here, so throw that up on yourself and keep it up. And let’s not forget about our half-bubble, Divine Protection. Use it if you get into a jam, but watch the cooldown on it.

If you plan on any extended amount of PvE adventures when you hit 80, I’d suggest downloading, installing, and getting used to PallyPower as soon as you can. I had mine already loaded when I made my character, which I’d recommend. That way, you can get accustomed to controlling your seals, auras, and blessings through that interface, which is sorta mandatory for most raids.

Another nifty perk: you don’t have to waste space on your action bar for seals or blessings if you use PallyPower. Well, unless you want to bless people not in your party… or you want to switch seals in combat… but other than that it’s pretty sweet!

Levels 7-10

Here we get Hammer of Justice, a useful stun and interrupt ability on a 1 minute cooldown. Keybind it.

Another really useful ability, Purify, becomes available as well. I have mine keybound to Mouse Scroll Down to make dispelling things easy. You’ll eventually replace Purify with Cleanse, but for now this will have to do.

On the cooldown side of things, we also get Hand of Protection, or BoP, and Lay on Hands. Both of these abilities will give the targeted player a debuff called Forbearance, which prevents them being able to use BoPs, LoHs, Divine Protection, or Divine Shield within the next 2 minutes. It also puts restrictions on your wings, but we’ll cover that later when we train it.

The next installment will feature levels 11-20 and how to start speccing into Retribution, the paladin tree everyone loves!

Heroic Ruby Sanctum Retribution Gearing: Even Moar ArP!

Yesterday we took a look at all the shiny new gear from Ruby Sanctum, which is unfortunately still unavailable until Blizzard says otherwise. I neglected to include any information on the heroic loot from RS, as I didn’t find any links to it. Well, it turns out I didn’t look hard enough; a friend of mine pointed out that the heroic loot tables are on the front page of MMO Champion. Doh! So then, without further ado, let’s get to it.

First, if you keep up with Elitist Jerks’ BiS lists, you’ll have noticed that they included this subsection at the bottom of the OP:

Ruby Sanctum Patch 3.3.5 All Item BiS

Wrist: [Polar Bear Claw Bracers] => Umbrage Armbands (Heroic)
Ring: [Band of the Bone Colossus] => Signet of Twilight (Heroic)
Trinket: [Death's Choice]=> Sharpened Twilight Scale (Heroic)
Boots: [Frostbitten Fur Boots] => Apocalypse’s Advance (Heroic)
Neck: [Sindragosa's Cruel Claw] => Penumbra Pendant (Heroic)
No other changes from the above listed All Items BiS listing.

Notice that these upgrades pertain to the “Heroic All Items Priority List.” Therefore, I’m choosing to ignore a few of the upgrades because I refuse to wear agil gear as a ret paladin. Granted, for the moment I suffer a DPS loss for doing so, but I take it in stride (I intend to explain my anti-agility philosophy as best I can in another post).

So what can we add to our “Heroic Plate Items Priority List” over on the EJ forums?


Just as in normal, we get Bracers of the Heir and Zarithrian’s Offering, only this time they’re heroic.

The ring, or as I like to see it, Might of Blight 1.5, seems to be just that: the exact same ring, only half way between the item budgeting of the normal and heroic versions. Maybe not exactly half way, but you get the idea. Also, with a red socket, and depending on what the socket bonus turns out to be (more than likely +4 Strength), this could compete for a spot on our BiS lists.

As compared to the heroic version of Might of Blight, and given that the Might of Blight is socketed with an Inscribed Ametrine and Zarithrian’s Offering with a Bold Cardinal Ruby (with a socket bonus of +4 Strength), you’re looking at a trade-off of 14 Crit and 4 ArP for Might of Blight compared to the 4 Strength from Zarithrian’s Offering.

Although I’m waiting to compare the theoretical DPS between the two using an updated version of Rawr (which will hopefully come out soon), I’m leaning toward Zarithrian’s Offering for a couple reasons:

  1. Strength scales our AP up, and most of our attacks have an AP modifier, meaning the more Strength we get, the harder we hit
  2. Crit Rating increases your chance to crit, not the damage from the crit itself. 14 Crit Rating translates into 0.305% Crit Chance, meaning you’re 0.305% more likely to hit critically. This seems kinda marginal, but as I said, I’ll have to wait until I see the sim to make a conclusion.
  3. Armor Penetration Rating, as it is, is not one of our most ideal stats. It’s not terrible, true, but we have bigger stats to fry. Therefore, a loss of 4 ArP isn’t going to be noticeable.

Also, given an excess amount of hit, this ring might be worth using in place of your Ashen Band of Endless Might. Just keep an eye on your stats!

The bracers are somewhat more fickle. Compared to our current BiS heroic bracers, the Bracers of the Heir have -6 Strength and -4 Critical Strike Rating, as well as -60 Hit and +56 Armor Penetration Rating. Again, this comes down to whether 56 ArP > 6 Strength and 4 Crit, and again I’m going to have to hold my tongue until I can see it for myself.

Much of this is dependent on your Hit Rating (remember: 263 = sexy), which the next set of loot is bound to screw with.


Again, for our taking are Apocalypse’s Advance, Penumbra Pendant, and Sharpened Twilight Scale, all heroic-quality items. Even according to EJ’s All Item list, the boots and necklace are BiS. Therefore, it would stand to reason that they can find a home on the Plate list too. And as we’ve already seen, Sharpened Twilight Scale (heroic) is one of our BiS trinkets, along with Tiny Abomination in a Jar (heroic).

If you swap out the Ahn’kahar Onyx Neckguard and Blood-Soaked Saronite Stompers on our current Plate BiS list with Penumbra Pendant and Apocalypse’s Advance, you see +34 Str, +21 Hit, +12 Crit, and -9 ArP, not including any gems or socket bonuses. So let’s see: +9 ArP, or +34 Str, +21 Hit, and +12 Crit? I think that’s a no-brainer.

So if we equip all of the 25-man gear listed above, we find ourselves with 21 extra Hit Rating (presuming you’re sitting on the hit cap, of course). This extra garnish isn’t quite enough to warrant ditching any piece with hit, as the piece in the current Heroic Plate BiS list with the lowest non-zero Hit Rating has 59, but who knows? Maybe we can reshuffle some gear and squeeze out a few more points of DPS while maintaining our hit cap.

You could do the math yourself… or you could just wait for more motivated people to build the sims for you, like me. So let’s get working, people!

Ruby Sanctum Retribution Gearing: Moar ArP!

Oh, work. I’ve spent today and Monday in my office playing Zork I and II, which are a couple of text-based adventure games that run in MS-DOS and were made in the early 80′s. Truth be told, I was actually looking for a very similar game, except it took place on a spaceship; I remember playing the space one as a kid but couldn’t remember for the life of me what the name was. But yes, to answer your inevitable question, I have been pretty bored lately.

Anyway, enough about that; Ruby Sanctum is being “released” today! Huzzah! Finally, Wyrmrest Temple will see more people than those ambitious Sarth-3D puggers.

IMPORTANT NOTE (from official patch notes): “Please note due to the way this patch is being applied in all regions, this dungeon will not immediately be available in North America.”

So don’t get your panties in a bunch; it’ll be out soon!

Until it’s ready for us, all we can do is sit and speculate. Therefore, let’s go over some details. The following things have been stated before, but I’ll state them again in case you missed them (all of this is subject to change, of course, but this is just what we have been told thus far):

  • Ruby Sanctum will contain four bosses: Halion the Twilight Destroyer and three drakes, Baltharus the Warborn, General Zarithrian, and Saviana Ragefire, in a setup reminiscient of Obsidian Sanctum.
  • The drakes will each drop one Emblem of Frost, with Halion dropping the only loot to speak of in the instance. 
  • Unlike OS, RS will not feature a “drakes up” scenario for complicating the encounter and getting extra loot or achievements. 
  • While Halion drops higher iLevel loot than each tier’s ICC counterpart (251 loot in ICC 10m and 258 loot in RS 10m, 264 in ICC 25m and 271 in RS 25m), it is not intended to be any more difficult than ICC.
  • Heroic modes are supposed to be available, though it is unclear how they’re to be accessed (right off the bat, after killing Halion, or some other means)

Honestly, I haven’t watched any PTR encounter videos to see what the fights are like (mah bad), but I do have the ability to skim Halion’s loot table! So let’s go on an adventure and see what us ret paladins can nom up!


Both Zarithrian’s Offering and Bracers of the Heir appeal to my hunger for strength-plate. Although the ArP that was sprinkled delicately over these items gives me gas…

Don’t let my intestinal problems dissuade you though; these are pretty damn good. Grab ‘em up, provided they’re an upgrade.


Oh Mama. There’s Apocalypse’s Advance, with some hit that frees up some itemization, and Penumbra Pendant, which noms that itemization, when switched with Ahn’kahar Onyx Neckguard, and gives us some amazing… ArP. Well, it’s better than more hit!

These upgrades pale in comparison to the Sharpened Twilight Scale. Well, sorta. I guess the “pales in comparison” part depends on your current gear setup.

See, getting trinkets is a pain in the royal ass. Now a BiS (or close to it) trinket for almost every melee DPS drops in a fairly short 25-man. And yes, you guessed it; it’s quite good for us rets as well.

Given our first trinket slot contains Tiny Abomination in a Jar (normal), the DPS order of the second slot goes:

Sharpened Twilight Scale (heroic) > Death’s Choice (heroic) > Whispering Fanged Skull (heroic) > Death’s Choice (normal) > Sharpened Twilight Scale (normal) > Whispering Fanged Skull (normal) > etc.

This trinket order is fairly general, and if you have it, TAJ (normal) will only be replaced by TAJ (heroic) because the trinket is just so amazing. I mean, at the time I had a DMC: Greatness, which I replaced with TAJ (normal), along with a Whispering Fanged Skull (normal), and just by equipping that trinket my DPS jumped up by over 600 points.

Obviously going from a 200 iLevel to a 264 was going to be a big increase, but not only is the proc really hot, but the passive hit on the trinket itself allows us to switch some gear around, especially useful since the four pieces of tier we use don’t have any hit on them. So leggo our Abo’s, rogues!

Shared Topic: What Needs to Die in a Fire in Cataclysm?

I think this is the first time I’ve participated in a Blog Azeroth Shared Topic. Seeing as I’ve had a considerable lack of inspiration in posting topics of late, I might start doing these more often, so if you like them, let me know!

Anywho, Spinks over at Spinksville suggested the following topic:

Cataclysm is coming! The old world is going to be destroyed and remade.

Which town, quest, NPC, or zone really needs to be purged with fire, in your opinion? Will you enjoy dancing on the ashes of a particularly hated quest giver? Or is there some zone you avoid like the plague (plaguelands excluded) where being nuked from orbit could only improve the experience? And why do you hate it/them so much?

As someone who has six level 80 characters, I have a pretty good idea of what I want immediately thrown into searing hot magma. Rather than follow his use of the exclusive “or”, I’m going to do all three because I’m a badass ret paladin. Yeah, that’s the reason. (Ok, it’s because I have four hours of downtime at work, sue me.)


This is a tough one. I think out of every town in the game, the one I hate most is Thunder Bluff. I had to go there the other day on my boomkin to start the epic flight form quest, so I can farm for Anzu’s mount, and I figured “I’ll just go to TB, learn artisan riding from the trainer, then hop over to the druid trainer; couldn’t be easier!”

WRONG. The riding trainer is in Bloodhoof Village.


Granted, if I were on my paladin, I’d line myself up with Bloodhoof from the tallest bluff I could find and use Nitro Boosts/Flexweave Underlay Parachute to float to safety, but I was not.

Also, how the hell did the Tauren get up that high and build an entire city to boot? Cows can’t climb, silly Blizzard.

Everything in that abysmal place is awkwardly positioned on three tiers of bluffs, and the only ways up are either to run out to one of the rises and hope the other bridge goes up or down a tier, or to take the spiral staircase inside the way too large totem in the middle. Inside the totem, you get dismounted, and unless they changed it, you also get dismounted running through the lodges to get onto the bridges (I have gone through without dismounting before, but it could have just been lag that never caught up with me, no idea).

Not to mention that the mage portal arrival point is in a dark, scary cave, meaning you can’t mount until you get out, unlike Orgrimmar. I know Alliance don’t even have such a thing as a mountable portal area, but I like to complain.


I’m thinking an earthquake could topple the bluffs and bring everything crashing to the ground. They could phase the area, having quests associated with rescuing people from the debris and even to help in building a ‘temporary’ capital at Bloodhoof. That way it wouldn’t be all altitude-y and annoying. I mean, there’s plenty of room for expansion in Mulgore, let’s utilize some real estate guys.


Easy. Mok’thardin’s Enchantment. As a young paladin leveling in STV, I received this quest, and after grinding gorillas for at least an hour, I had collected enough spare gorilla parts to raise my own army of Frankenstein-esque undead monsters, except they wouldn’t have any tendons because apparently when you’re killing a gorilla you MUST FIRST SEVER EVERY TENDON IN THEIR BODY!

Also, to everyone who remembers this quest and got it “in five minutes,” you can DIAF too.


I’m not sure what’s happening to STV when the Cataclysm hits, but I hope either a) Mok’thardin gets executed by a group of angry adventurers because, surely, no enchantment could be worth this much pain, or b) the entire Elder Mistvale Gorilla population is decimated. Done and done.


Originally I was going to say Desolace, but seeing as they’re revitalizing it I think I’ll wait and see how that goes. Therefore, I’m going to have to go to plan B and say Felwood. How awkwardly designed is this zone? Not to mention that to do any quests, you have to travel way too far away from the quest givers / flight paths (even with an epic ground mount). Not only that, but the zone is horribly depressing, since EVERYTHING is tainted by fel whatever. I could not wait to leave that place.

Runners up include:

  • Teldrassil- You’ll get your cardio workout here, especially for quests like The Moss-twined Heart and Ursal the Mauler.
  • Wetlands- Only one flight path / quest giver hub / inn? AND it’s at the farthest point west on my map? FFFFFFFFFUUUUUUUUU…
  • The Blasted Lands- The closest Horde outpost isn’t even in this zone? Are you for real real?


I think this is the only one that I think should ACTUALLY die in a fire. Remember the Wrathgate, where Alexstrasza actually did something for once and used her fire breath to purge the Forsaken’s plague? Well maybe she could get off her ass and purge Felwood too! If nothing were left of that zone but ashes and scorched earth, I’d be perfectly happy.

The three runners up I listed can just sink into the planet and cease to exist, since they’re mostly Alliance lands anyway.

Seal of Command: Cleave Your Way to Victory!

I remember when paladins didn’t even spec into Seal of Command.

“That’s a leveling seal!” they’d say. “It has no endgame viability!”

Blizzard heard these people and proclaimed from a nearby mountaintop, “NAY! Seal of Command in 3.2.2 will be re-tooled, and henceforth be known as Seal of Cleave! Let it be so!”

We all know how awesome this seal is for AoE situations, mainly trash packs and the like. But say you’re a dedicated raiding ret paladin with some extra time and gold to spend; should you use your offspec for a Seal of Command-specific AoE build? Does such a thing exist?

How about you and me find out? Yeah? Maybe we can get some ice cream after? Awesome! Yeah, ice cream!

In assessing our core talents, let’s see which are “mandatory” and which can be shuffled. Say you have a boomkin in your raid providing Improved Moonkin Form, as they should and as my guild has had in both 25m and our 10m group. This buff does not stack with Swift Retribution, so those talent points can be reallocated. Also, since we’re trying to build an AoE trash spec and will be using Seal of Command, 5/5 Seals of the Pure is unnecessary, so those are up for grabs as well.

Here’s our spec so far: 0/5/52

We have a whopping 14 points free to place at our discretion. The power… the POWER!!!!!

Let’s try and find damage-increasing talents in the other trees and assess their accessibility.



Holy Power – In order to get this nifty talent, we’d need to dump 25 points into the Holy tree just to get to it, 30 points to go 5/5. When using Seal of Command, I believe (haven’t tested or found a specific source) this would modify Judgement of Command, Consecration, Holy Wrath, Exorcism, and Hammer of Wrath. Would be nice, but all in all, getting to it would be a bitch.

Holy Shock – I’m upset that I missed the whole “Shockadin” fad. I’m a little excited to be getting this as a base spell for all paladins in Cataclysm, but as for right now, it’s in the same boat as Holy Power. Too many talents in Ret would need to be sacrificed to reach this puppy.

Holy Guidance – I know about all the ‘rawr no SP anymore rawr’ coming from the Ret community as a whole, but most of our attacks (i.e. the attacks I listed as being affected by Holy Power) are still modified by spellpower, making this worth looking into. Given the average ret paladin’s unmodified Intellect as roughly 120, this talent could up our spellpower by an incredible 24 points. So… yeah, never mind. Next!

The remaining talents (Judgements of the Pure and Enlightened Judgements) would be hawt for ret, but they’re just one tier above Beacon of Light, so there is NO way we can get those.


Combat Expertise – Like Enlightned Judgements in Holy, this talent could free up some itemization in our gear for more direct DPS-based stats (that is, Strength), while also increasing our crit by 6%. Too bad this requires 38 points in Protection to be fully active.

Touched by the Light – Oh yes, the talent at the center of the Prot/Holy PvP spec of days passed. In the original iteration of this talent, the spellpower increase was based off of Stamina, not Strength, meaning holy pallies could use a protection spec while wearing holy gear to get loads of spellpower and an increase of 10% to their critical heals. In terms of our DPS, increasing spellpower by using our Strength seems like an awesome idea. However, the position of this talent in the Protection tree (requires 43 points to get 3/3) makes it impossible to get.

Summary: Even with 14 free points, we can’t reach any DPS-increasing talents in either Prot or Holy trees. Bummer.

So what now? As you might have guessed, it comes down to a battle of cooldowns:

Aura Mastery vs. Divine Sacrifice.

Say you are this hypothetical ret paladin with an unused offspec (not me, by the way). You have your main raiding spec all neatly organized and glyphed and framed on your wall, and your other spec is empty. Your main spec will pick up 5/5 Seals of the Pure, and if you followed my advice in this post, you probably picked up AM, meaning that picking up that cooldown for a second spec is kinda… odd.

I need to clear something up before we get into the pros and cons of these two cooldowns. Previously I was a bit harsh on World of Matticus’s own Matticus (and Ophelie‘s guildie) when I read he was choosing to spec into DivSac over AM, and for that I really do apologize. My Elitist Jerks training kicked in when I saw a spec that wasn’t EJ-approved and I didn’t even stop to think that there could be situations where DivSac would be better than AM, especially if you already have an AM somewhere.

Anyway, in the comments of that post, Ophelie said the following little gem that I completely glossed over:

There’s no significant dps loss in going DS instead of AM so saying he shouldn’t go into ICC because he’s specced into DS is kind of exaggerating.

She’s absolutely correct. First, that I exaggerate a lot, and in doing so look like an idiot. But more relevantly, that taking DivSac carries with it no DPS loss to speak of. True, grabbing Divine Guardian DOES, but only when we’re talking about single-target encounters, such as most boss fights, and not AoE-loving trash, or the unique Dreamwalker encounter.

I really will not go into why or why not you should pick up DivSac, as I feel I’ve already beaten that topic to death (some of it being right, some of it being blatantly ignorant); if you feel your raid could use a 2 minute cooldown that:

  1. Effectively soaks up 50,000 damage (given the caster paladin’s health pool is approximately 25,000) that is spread out among the members of your party (and your raid, when combined with Divine Guardian),
  2. Cannot be bubbled a la 3.2 awesomeness, meaning that once you absorb the 50,000 damage the spell breaks,
  3. Makes said ret paladin the center of healing focus for ten seconds,

Then I say go for it. With my raid set up, however, it makes little sense to take, as our holy paladin and two prot paladin MTs (as well as me, in my prot spec) all take DivSac in their builds, in addition to Divine Guardian. I will leave this choice up to you.

However, getting back to the topic at hand, if you did take AM for your main spec and you’re deciding which cooldown to take for your trash offspec, may I suggest taking DivSac? It’s moderately useful on trash, but I think the real benefits of choosing this route are Guardian’s Favor, Divine Guardian, and surprisingly, Toughness.

Guardian’s Favor – Brings BoP‘s cooldown down to 3 minutes and increases Freedom‘s duration to 8 seconds; increased usefulness to two potentially life-saving utility cooldowns = win, in my book.

Divine Guardian – Remember how I said that grabbing this talent gibs your DPS “only when we’re talking about single-target encounters, such as most boss fights, and not AoE-loving trash, or the unique Dreamwalker encounter”? Without needing Seals of the Pure, we can grab this talent, not only giving your raid a 20% DR raid wall, but also making Sacred Shields you toss out more powerful and last longer.

Toughness – I admit, I took this mainly get to Divine Guardian, and figured it was worth more than Improved Righteous Fury, Anticipation, and Divinity combined. More armor? Meh. A 30% reduction in slows? Yes please!

Therefore, after much ado, I present you with your DivSac/AoE trash offspec: 0/19/52


The glyphs I chose in the link above are fairly straightforward, although the removal of the Glyph of Seal of Vengeance opens a third slot for one of the following:

Glyph of Seal of Command – Hurting for mana for some reason? Use this!

Glyph of Holy Wrath – Are most of the mobs you AoE down Undead or Demons AND your tanks need some help with snap aggro? Use this!

Glyph of Divine Storm – Are your healers not very good with large amounts of AoE raid damage, especially in the melee? Use this!

Glyph of Salvation – Are you an overzealous aggro whore? Use this!


And finally, we come to FCFS priority. Since EJ doesn’t have an AoE-based FCFS priority system, let me introduce you to mine!

Judgement > Divine Storm > Crusader Strike > Consecration > Hammer of Wrath > Exorcism

Randomly toss in some Holy Wraths to help CC (gasp!) Undead and Demon mobs, or to get interrupts on Risen Archmages, but I wouldn’t use it as a primary spell (even when glyphed).

Don’t worry, I didn’t just pull this out of my butt; I used Rawr to devise the highest DPS rotation using my gear (T10 equivalent) with 3 Humanoid targets for 1.0 minutes while using Seal of Command. So if you’re worried I put a lot of hard work and effort into it, don’t be. If you look really carefully, you’ll notice the only difference is prioritizing Consecration over Hammer of Wrath, which makes sense with multiple mobs.


As I’ve mentioned, I lack the dust-collecting offspec in order to try this out, as I’m often asked to switch back and forth between prot and ret during both 10′s and 25′s. However, if you already dumped the gold into getting Dual Spec and really aren’t doing anything with it, why not give it a shot?

Rather than just use this for trash, a spec such as this would be ideal for the Dreamwalker encounter under if you have an AM from somewhere else for when the Blazing Skeletons cast Lay Waste (Fire Resist Aura + AM = win). The Divine Guardian-enhanced DivSac would certainly help for this ability, but I think this ability is better saved for crunch time, when adds are overwhelming your tank(s) and your healers are trying to pump out as many heals as possible to end the encounter. Again, it’s up to you.

A few more reasons for why this spec would be great for Dreamwalker:

  1. Guardian’s Favor would result in more BoPs to hand out for people too slow to run away from exploding Blistering Zombies, and a longer Freedom to give to those who need to run away from something but were just hit by an Archmage’s Frostbolt (5/5 Toughness is nice for this ability as well),
  2. Suppressors bunch up nicely at Dreamwalker’s feet, making them nice and cleave-able,
  3. While the other adds don’t necessary bunch up, most of the adds will die within 15-20 seconds, which is the DPS threshold for Seal of Vengeance, so in this timespan Seal of Command outperforms
  4. Even 1/2 Improved Hammer of Justice means more interrupts available over the course of the fight to stop the Archmages’ casting (and on heroic this is vital)


That’s it for now. Any questions? Comments? Concerns?

Screenshots Make For Good Filler

I’ve been stowing some screenies away for a rainy day when I get the chance to blog on my home computer, and HARK, THAT DAY COMETH!

Oh, the subtlety of the jokes. Look at how simple my action bar is. Yay for boomkin!

A pug I was in actually reached the end of Underbog, no wai!

I was the ONLY one in the raid who still needed The Orb Whisperer, so I took some drastic measures to make sure to call for a wipe if I needed to. Funny thing is, I was the Keleseth tank, so it more-or-less rested on me to not screw the pooch on the achievement.

Sometimes the scenery is quite beautiful. I believe this is looking out from Dalaran.

Oh Toog… to be fair, we were ALL pretty cocky walking into Algalon. Took us a decent amount of tries to down him though, still a tough fight if you’ve never seen the mechanics.

Apparently, this decorative floaty thingy doubles as an interstellar signaling device. Shocking. Heh.

A moment when TidyPlates sucks. Hello graphic lag.

During a wipe on an alt ICC 10m run, I decided to hop in a portal to see what all the healers were hiding from me. Really not as cool as I thought it would be.

Last but not least, my Wind Rider Cub from Ferarro’s contest finally arrived! Big thanks to her being so accommodating and helpful, and generous of course! Every time I look over he’s perpetually in the middle of waving at me, so I wave right back at him. Haven’t thought of a name yet, but I just got him yesterday so it’s all good.

Until next time!