This post isn’t about paladins, I apologize, this post is about me.

The economy sucks right now. I could point fingers in any direction and call anyone out but, that isn’t the point of this post. What’s happening is happening. I’m sure many of you are being affected by the economy as well. My situation is a bit unfortunate, and hopefully you all aren’t in the same boat.

I’ll keep this story as short and sweet as possible to make an attempt not to have you just get bored halfway through.

I’m 21, live on my own, work in an office and on the side I play music all while going to school. Recently, the past 2 roommates I’ve had haven’t worked out. Lack of money for the both of them pretty much sums it up. I’ve been affording the place on my own, but, it hasn’t been easy.

Well, the company I’m working for isn’t doing too hot. I don’t want to hurt their image so I can’t really tell you the name of the company. I basically haven’t even gone into work more than half the time last week; there just isn’t anything for me to do. Business has hit the ground for them.

I’m forced into having a few options. Few being one. If I stay in my current situation, I won’t be able to afford rent in the next few months, because of this I’m currently negotiating my contract for the US Air Force.

I feel that all this is important to share with you all. Many of you have been here with me for quite awhile. Even more so, some of you have followed me on the good times I’ve had in this game. For that I can’t thank you enough.

When I brought Megaphone onto the team, I knew he would do a great job, and I knew that if I ever needed to step down I could without feeling like I’m leaving the community high and dry. That time is here and he will be taking care of the site with our new writer. He has plans to help improve the site, and I know he will go above and beyond what I’m able to do for the website at this time.

This is my official notice to everyone in the community that I am saying goodbye and I will no longer be writing here.

Some of you might have questions or want to keep in touch, I welcome anything you throw at me.

Myspace; www.myspace.com/schabel
facebook; http://www.facebook.com/david.schabel?ref=sgm
Email; Slayton@justpvp.com

Before I head out, I wanted to mention some people, as these people deserve to know how much they mean to me, because I know me heading into the Air Force will prevent us from being as close as we are now.

Tara Rodriguez; The best friend anyone in this world could ever ask for, good luck in Washington.
Aaron Burton; One of the coolest guys I’ve ever had the pleasure of being friends with.
Trevor Harbin; Thanks for all the help, you’re good guy keep it that way man. Best of luck to you in school.

Goodbye everyone, and best of luck.

David Schabel
Slayton

So it seems patch notes are up. Yay.

**Update**

A character has FINALLY copied on over to the PTR for me. I’ll be on the PvP server tagged as “Miniphone” or “Miniphonetwo” if anybody happens to see me on and wants to chat. Time to play with these changes myself and get a post up for you all with my analysis!

*Edit : First impression : Even easier to faceroll than before. So far so good. Mana is a ridiculous on dummies, thanks for that Blizzard :(. (Change CS cost you asses)

Quote from: Nethaera (Source)
* Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
* Charger: Can now be learned at level 40.
* Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
* Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
* Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
* Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor.
* Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
* Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
* Seal of Blood: This ability has been removed.
* Seal of the Martyr: This ability has been removed.
* Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
* Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
* Warhorse: Can now be learned at level 20.
* Talents

o Holy
+ Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
+ Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
+ Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.

o Protection
+ Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin’s health to 10/20/30% of maximum.
o Retribution
+ Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
+ Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
+ Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
+ Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

Slayton and I will hopefully have a video for you all detailing what this means for the class sometime today/tomorrow, since reading isn’t always fun when it comes to a wall of patch notes!

-Megaphone

(Just added a few more things from the patch notes; to view changes on other classes and other small changes like mount requirements please visit; http://forums.worldofwarcraft.com/thread.html?topicId=17899680776&sid=1&pageNo=1#1)

-Slayton

App-turnin tiem is done! Thanks for all the people who care. Will be deciding / interviewing soon.

-Megaphone
An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever.

Welcome to the Isle of Conquest.

The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island’s precious resources.

An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions.

Once More into the breach…

Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend’s northern coast. To win, your team will need to make use of the island’s unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep.

There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory?

Capture Locations

Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team.

The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it.

The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it.

The Docks: The western shore’s docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within.

The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above.

The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes.

Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks).

Main Objectives

The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within.

The General: Holed up behind the keeps’ massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor.

Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over.

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest.

Will you seize it?

Seems to be Blizzard’s idea of AV 2.0. I’m not too big on big battlegrounds, as they are much more team orriented and that you individually can’t make as much of a difference as you would in a smaller BG. I’ll remain optimistic, because it seems like this will also be a good source of honor from the bonuses mentioned above. I just hope we end up with something for everyone in the end. AV seems to be a very love/hate kind of BG because of the style, in my opinion.

-Slayton

I’m sure you all saw the news; Vindication was nerfed;

Ghostcrawler

We are in the process of completing a hotfix that could go live as early as this afternoon that will make the Paladin talent Vindication no longer reduce Intelligence or Stamina from the target it is applied to. The talent will continue to reduce Agility, Spirit, and Strength as it currently does. We felt this change will help balance the ability out, especially in the lower arena brackets where they are very prominent, while not being a negative impact on a Retribution Paladin’s PvE dps.

Once this hotfix is live, the tooltip will be incorrect until we can update it in the next content patch.

A response was quickly posted by Wutangrza;

Balancing for low levels of PvP is so moronic that I’m having trouble coming up with the words to describe how idiotic it is. I don’t care if the talent needed a nerf or not, maybe it did, maybe it didn’t, but the fact that you have a blue poster openly admitting to balancing something around lower rated players is so incredibly dumb.

In a competitive system you have to balance based on what the best players are doing since they are the ones that are pushing the limit for what is possible with their class.

If you are turning with your keyboard you have way bigger problems than “HALP RET TOOK 20% MY STAMS! NERF!

Ghostcrawler’s Response

Increasingly it felt like someone playing against a Ret-Pally really only had 60% of their health bar because Vindication took away 20% from the start and then Hammer of Wrath kicked in when they had 20% left. This change was something we could confidently hotfix and would have a minimal to no impact on the PvE side of things.

And; my response; (Please go support if you feel you would like to do so.)

While one can agree from this perspective of the issue I feel as if you did what was best for the community but at the same time you again, ignored us in the process.

Vindication was a joke back in Vanilla and in BC UNTIL you changed it. Why did you change it? Because it wasn’t good enough.

Now, you are reverting it back to what it was. Leaving Paladins not only with 2 talent points to throw around in our normal 0/19/52 trees but also with a talent that once again, won’t be taken for both PvP or PvE.

I’m curious as why you would make this change without slightly changing the talent. Boost vindications reduction on the other stats or have it do something else, like preventing mana regen or something creative and useful for pvp.

I will note, that you are making Seal of Command a choice for these PvP builds, but until Command gets changed it still won’t be used 90% of the time.

Despite what your internal testing will tell you, leaving Vindication like this, means it won’t be touched by Paladins. It will only be a talent used to pick who you shouldn’t take in your group.

So, now that I am done rambling; Ghostcrawler, do you have any plans on making further changes to this talent in the future?

-Slayton

P.S. I would hope a PvP only talent has little impact on PvE.

Oh, and keep the apps coming, we will be accepting them for a little bit longer. Megaphone and me are reviewing all of them one by one in the admin page, you won’t be able to see it, but I promise you everyone is being reviewed by us.

-Slayton

Retpaladin.com, in it’s efforts to continue to grow and improve to be the #1 resource for Retribution Paladins around the world, has opened it’s doors for a new enthusiastic writer!

Writing for Retpaladin.com is no easy job, and we want to make sure that each and every person that applies is willing to go the extra mile to make this site one of a kind. If you think you have what it takes to join the team please submit your application Via PM to Slayton or Megaphone on the Retpaladin.com message boards.

Ideal writers will;

  • Have a vast understanding and experience as retribution, this includes and is not limited to high level area/raiding.
  • Have a vast understanding of multiple other classes as well.
  • Understanding of PvE fights and why the mechanics are the way they are.
  • Understanding of Blizzards PvP balance and the ability to birds eye view the entire thing without singling out the problems of one class.
  • Decent theorycrafting abilities.

Other skills are also a plus; that includes coding and such, but writers will not be individually selected upon that. They are more like tie breakers.

All applications will be reviewed by both Megaphone and me (Slayton) and we will determine who would be best suited for the job.

Best of luck to all who apply, if you have any questions regarding the application process feel free to email me at;

Slayton@justpvp.com

-Slayton

Hi. Dropping in for a quick message. If you know what’s good for you, you’ll AIM me constantly ontop of your application to make sure I play the favorites card. AIM “MkillerH” if you know what’s good for you. - Megaphone

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