Glad to have helped

Posted in Battleground, Druid, PvP, World of Warcraft, WotLK on August 26, 2009 by sheldreyn

Drunkshooter from realm Terrokar had luck on his side last night. We started WSG with no less than 5 lvl 19, 2 lvl 18, 1 lvl 15 and myself (level 12 at the time).

Such a combination could only mean that if we played right, we would be decimating the alliance and this is precisely what we did. For we won 3-0 and moreover,  Drunkshooter got the ironman achievement (3 caps in the same game without dying). I sticked to him most of the game and kept him alive without much problem (he’s pretty well geared and the ally we face made the mistake of not going for me).

1 cap, 2 caps, and 3 caps later he got his achievement and on my side I dinged level 13.

WSG record so far : 15-17


There’s jerks everywhere

Posted in Battleground, Druid, PvP, World of Warcraft, WotLK on August 25, 2009 by sheldreyn

Played a few more matches over the last week. Some games were very fun, others were a long and painful experience. Two nights ago I saw that people can be real jerks at time.

Darkpaladin from realm Ghostlands (couldn’t armory him), was heading towards the ironman achievement (3 caps without dying within the same game). He was at 2 caps already without dying. We were dominating the alliance quite easily on that game (at least, this is the impression I got from the field) and we were already controlling the flag for the final cap. Frankenboner from the Undebog realm was running the flag. No allies were close to him, so Darkpaladin asked him if he could cap the flag so he could get the achievement. We all wanted him to get it, but boner being a smartass decided otherwise.


Gratz Frankeboner, you joined my wall of shame.

On a lighter note, I managed to get my 1000th Honorable Kill last night.


Healing isn’t everything

Posted in Battleground, Druid, PvP, World of Warcraft, WotLK on August 12, 2009 by sheldreyn

Had few more matches over the last two evenings. I had the belief that what made the difference was how much people work together. This could easily be displayed in healing done and  the damage done versus the opposing forces. Well, I was proven wrong. In the consecutive games, where we lost the first game I ended up first in healing while some of my team mates had impressive numbers in terms of damage done compared to the alliance:


And yet, in the second game, where I barely had to heal and my team we won the match:healing_win

Lesson learned : you can’t do everything by yourself, your teammates must also support you, if you keep healing them when they just defend the midfield (as it happened in game one) you will loose most of the time.

On the other hand, if your team focus and work hard, you might not even have to heal that much.

Those games also game me the occasion to rack up a few more HKs:


As well as completing some other Achievements:wsg_expedience not_in_my_house

Ho and sometimes, you came upon names that gives you a smile :


After all these games, my record in WSG is 8-10-0.

Rough Weekend

Posted in Battleground, Druid, PvP, World of Warcraft, WotLK on August 10, 2009 by sheldreyn

Played a few more games over the Weekend. 2 wins 4 losses, if I recall correctly. I managed to snatch some of the easier achievements: make_love_not_war know_thy_enemy100hk

I had the occasion of meeting a few good players over these battles. And despite the end results (4 losses), I can still appreciate their skill. I also had the honor of meeting the best prick I’ve seen in a battleground since I started this project. Mysticroots from realm Blood Furnace. This gentlemen had his own opinion of lowbies trying to level through BGs. 


I’d like to salute Deathlook from Shatterred Halls as well as Salastus from Velen, these 2 people proved that Mysticroot was just a big mouth. : Deathlook ended the BG with the most DMG done / and Killing Blows. Salastus ended up 1st in healing (he was really good, despite his level 12). I on my part ended 2nd on healing, despite my level 11. Our nice prick, ended 3rd on healing while being level 19.

Off to a nice start

Posted in Battleground, Druid, PvP, World of Warcraft, WotLK on August 7, 2009 by sheldreyn

Aghorn had is 2 first matches in Warsong Gulch last night. I was expecting to face long queue times between each game. This was one of my biggest fear when starting this project, if I’d had to wait 30 to 45 minutes per game, the project would have been killed quite quickly. I came out that the first game was instantly offered to me the moment I queued. And the second game was around 1 minute in queue. If this is the kind of queue I’ll be facing all along, this is excellent as it won’t hamper the leveling process too much.

As the first game started, I was quickly greeted by my first achievement:


Ho so quickly? But I was still in the flag room! As I knew I haven’t got my bear form yet, I knew I wasn’t fit for carrying the flag, so I opted to stay in defense and heal / help people with me. The strategy worked just fine, as I had to defend our flag on a few occasions. Luckily for me I wasn’t alone in the flag room, so it was just a matter of keeping my partner up while he dealt with the invaders.

First flag capped for us! Yes! More invaders, all dealt with promptly. Second Flag capped, only 1 more left. If we can hold our defense as we did, we might score a perfect game. Third flag came in as fast as the second did, giving us victory and two other achievements to boot:


Later in the evening I had the time to log on and play another match. This time, we went all offense to start. I would have stayed in defense, but since someone else said we should be “all O” I’d ended up alone to defend the flag. Something which I know that at level 10 is asking for suicide. So I followed the group across the battlefield.

At some point an holy pally, a mage and I were outdistanced by higher level folks (those that had access to travel forms). So the three of us stucked together as we’ve been spotted by a duo of ally. Without even speaking to each other, the pally and I knew what we had to do to survive : keep our mage friend alive. This is precisely what we did, regardless of the damage he was taking. Once the enemy was dispatched, the mage took the time to thank us for the heals. Its nice to see when your help is recognized.

By that time our speed group (those that had access to travel forms) we already on their way back to bring the flag home. We knew we’d have to recover ours on the way back, but I was confident we’d be able to get it if our mage would come across their flag carrier.

We met our flag carrier midfield, he was heading towards the alliance’s carrier. A quick Heal over Time on him and then we followed him. If he were to take on the flag carrier, I’d have to make sure he’d live through.

Visibly, the alliance wasn’t working as a team as well as we do, for taking the flag from their hands was pretty easy. Flag was capped a few seconds later.

I stayed in defense afterwards, expecting to have a few intruders which we did and dealt with. This allowed me to get another achievement (the last of the evening) :


The game ended nearly as quickly as the first game, again with a perfect score.

All in all, this was quite fun, the exp gain isn’t that big (351 exp per flag cap), since a game lasts a maximum of 20 minutes, that’s around 3k exp / hour. Its definitely less than what can be achieved by questing and grinding. I suppose blizzard will make some adjustment, after all they already stated they are watching the situation closely and that such a change would be very trivial.

I’ll definitely keep that project alive based on what I saw so far.

And now enters a new contestant

Posted in Battleground, Druid, PvP, World of Warcraft, WotLK on August 7, 2009 by sheldreyn

Patch 3.2 brought in an interesting change : Experience gains in battlegrounds. This change has 2 effects :

  1. It is now possible (but slow) to level through Battlegrounds only (assuming you are level 10 obviously)
  2. Weeds out twinks in their own special bracket*

*Twinks can disable the exp gain by visiting a specific NPC in Oggrimmar or Stormwind. Doing so put them in their own bracket though. (When you disable Exp gain, you will only face players that has also disabled their Exp gain)

These changes allows the more casual pvpers to enjoy a content that they would get steamrolled over and over. Well, you will still meet a twink from time to time, but they will definitely be less common now.

Based on that, I decided to create another alt (yes, another one…) just for the purpose of leveling it in the BGs (at least as much as possible).

And so Aghorn has been created. I rushed him to level 10 and intend to level him in the Battlegrounds.

I have no Idea how long this will take, how painful it will be but I will give it a shot.

3.2 PTR Patch notes for paladins

Posted in Paladin, World of Warcraft, WotLK on June 19, 2009 by sheldreyn


  • 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.
      • It’s a PvE nerf, but a PvP buff. They wanted to fix the problem of having an ability that worked differently in PvE versus PvP. I don’t like the solution they came up with, but we’ll have to cope with it.
  • 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.
    • Watch this ability get nerfed as soon as it hits the PTR and some player uses it against another player. (unless players are immune to this). Even then I think it can still be used against player’s pet.
  • 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.
    • Nice scaling buff, if you bring an undergeared pally that judge light, the rest of the raid doesn’t get penalized as much.
  • 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.
    • I guess this is done to even out the benefit between tanks, since they don’t have all the same quantity of 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.
    • Small ease of life buff
  • 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.
    • The holy version of sheathe of light
  • Seal of Blood: This ability has been removed.
    • Back to Seal of casino I guess..
  • Seal of the Martyr: This ability has been removed.
    • Back to Seal of casino I guess..
  • 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.
    • Seal of casino for trash, that seal for bosses
  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
    • Small damage nerf
  • Warhorse: Can now be learned at level 20.
    • Yay !
  • Talents
    • 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.
      • This is a major buff to holy paladins, since they used to overheal alot.
      • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
      • Small nerf
      • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
      • Major nerf
    • 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.
    • Retribution
      • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
      • At first I was OMG that’s nice, until I realized it now triggers only from melee strikes. That REALLY sucks.
      • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
      • At least, we won’t be waiting on the CD as much as we used to.
      • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
      • This will become the “trash” seal, with Seal of Corruption being the bosses’s seal
      • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
      • Nice PvE utility buff, I will definitely end up using it.

Overall the Paladin class will see a LOT of changes, Retribution will be less bursty up front than it used to. We’ll see how they will fare in the long run. I’m really not sure they will be as good as they currently are. I expect to have some numbers tweaked here and there during the PTR phase. It will however bring more interesting mechanism to the class. (Proc watching, more reactive.)