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  • Bleeding Hollow
  • 0. Art of the Shockadin: Updated!   08/05/2009 03:13:07 PM PDT
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Art of the Shockadin

*INCOMING WALL OF TEXT*

Now, I know some smarty pants is going to post that all wise comment of “Shockadin is dead” I want to ask that you all hear me out first. Many feel that the Shockadin spec phased out with the Dawn of Wrath of the Lich King, but just like anything else, I can assure you, it never really died but changed and adapted to its environment. This is a guide that I’ve been working on for a while as I played a wrath shockadin and if you all are looking for a fun, skilled- based spec to play, please feel free to read on.

Play-style:
In the Burning Crusade, Shockadins were known for their nuking abilities and being one of the classes that could dish out the largest amount of damage in the shortest amount of time. Their weakness then was their vulnerability after they unloaded their entire burst because their main damaging spells were on 8-15 sec cool-downs and their combat boosters being on even longer cool-downs. Many would be very dependent on group support while they waited for their second wave of assault to come in, usually resorting to healing. This also, hindered the class in the PvE environment because they could not sustain their amazing DPS.

Then, the real talent that tied everything together was the powerful Sanctity Aura, which boosted all Holy damage by 10%, a significant increase. However, because of its limiting group buffing, as only two classes use holy classed spells (Paladins being the ones that used it offensively), the talent was rolled in the Retribution Aura through the talent Sanctified Retribution, which increases the damage done by Retribution aura and increases damage done by all affected targets by 3%. With that change, as well as the explosive Exorcism being removed from PvP and Retribution as a whole becoming more viable, the once mighty Shockadin class died out…wrong! Shockadins merely changed shape.

Because many hang on to that notion of nuking that Shockadins made infamous, many do not realize that the class play-style is much more viable than it ever was before. The play-style of the Shockadin has moved away from the up front burst then heal, but focuses on a strategic mesh of damage stacking, healing and keeping your opponent moving. The objective is to become that bothersome fly that is biting harder than your opponent expected. I will go deeper into the strategies later on in the guide.

Because many think that Holy cannot hit for anything, so when they see that you are attacking them instead of healing, they will most likely ignore you entirely, choosing to deal with hardcore damage dealers first. However, when they realize that your holy shocks are hitting for 2k non-critical and that they are taking a lot of spell hits in a very frequent succession, you will find that you become the center of attention. Either, that or they will start running, and that is what you want. I always find it hilarious when a rogue or a ret pally is beating on me and they realize “Hey, this consecration is hitting for almost 300 a tick” or “Ouch, I didn’t expect a 5k Holy shock crit” and they either bubble on impulse or start moving away, allowing me to either tend to some of my wounds or chase them down. If you learn to adapt to the new play-style you will start to understand what I am talking about. We will revisit play-style later on.

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 1. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:14:20 PM PDT
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Talent Builds?:
Now that we have a general taste of what we are looking for as a WotLK Shockadin, it is time to choose our Talent build. The original build for TBC was the great 40/0/21, which allowed access to Holy guidance, which boosts Spell Power significantly, while leaving just enough to squeeze in Sanctity Aura. However, with the Dawn of Northrend as well as more talent points, this build is up to your own fancy. It is all really based on the role you want to play as a shockadin. Deep Holy provides more raw power for healing or PvE spell-casting, while deeper ret provides more PvP utility, frequent wings, and ramp up damage. So based on what sort of play-style you prefer determines what sort of shockadin you will be.

Now let’s look at some builds:

40/0/31- What I call the “Baby Shocky”, and that doesn’t connotate anything bad against the player. This build is great for those who wish to learn how to manage the balance between their spells while retaining some extra utility. You still gain that nice boost from Holy guidance, which is good for new players, while having just enough points to gain Sanctified Retribution and the new Repentance. A link to some of the viable talents can be found at the below link:

http://www.wowarmory.com/talent-calc.xml?cid=2&tal=053021503200132401305000000000000000000000000000000005230250103301320100000000

31/0/40- What I call, the Avenger its focus are keeping those wings up whenever you get the chance and punishing those who dare strike you through the use of Eye for an Eye and Retribution. This is set takes a little more work than Baby Shocky but is still an overall easy spec to play. This is a spec that is great for that last minute burst and chasing down runners with Exorcism and 3 sec CD Hammer of Wrath. Sanctified Wrath is beautiful for this spec not only because of the reduced CD on your wings but allow your Hammer to bypass any damage reducers, namely the infamous shields of priests, mages, and paladins. The Link below shows some viable talents for this build:

http://www.wowarmory.com/talent-calc.xml?cid=2&tal=053021503200132301000000000000000000000000000000000005230050123301322132200000

49/0/22- "Virtue" - This was the first Shockadin build I played with and as I started playing some of the more complex builds, I forgot how effective simplicity can be. While you won't be getting any new spells from this build, you will get the chance to play with some of the interesting talents that come with Deep Holy including Enlightened Judgments, JotP and Infusion of Light. These 3 talents combined with others such as Sacred Cleansing and Blessed Life, promote a healthy amount of survivability as well as some nice damage.

The HoT you get from Infusion may not seem significant, but I'm a believer in "every little bit helps". Having that nice little tool often times give you that small amount of buffer that means the difference between victory or defeat. The bonus Seal damage is really syncs well with Enlightened Judgements because you will often find that you will be using judgement as a second hammer of wrath.

Seal of Vengeance and Righteousness shine brightly in this spec because of the range and melee speed you get. Seal of Righteousness really stings here, especially when targets are on the run. Vengeance iis great on targets with 5 stacks, but nothing beats critting for 3-4k on an instant 40 yard ranged attack. It always helps when opponents try to limp away and Hammer didn't finish the job.

Just be careful to watch your mana. If you are on offense, use DP whenever you get the chance or get a few swings from Seal of Wisdom if you can go witthout the Vengeance damage for the sake of regen. Remember, mana is always your priority. Other than that, this is one of my favorites simply because it emphasizes that "old habits seldom fade" mentality in its effective simplicity.

http://www.wowarmory.com/talent-calc.xml?cid=2&tal=053021503012132301332052200000000000000000000000000005230050003301000000000000

45/26/0 - "Virtue 2"- This is probably my new favorite build for a number of different reasons. It employs full points into all of the Paladin's resistance abilities and healing while only losing about 15% of the damage available to Virtue 1. What I love about this spec is the utility of it. Talents such as Blessed Life, Improv. Righteous Fury, and Pure of Heart add so much raw, stacking bulk. For example, Rogue poisons fall off in 4-5 seconds. On top of that, you get a 23% increase to your already strong Single Target heals. Then there is always Sacred Shield to cause more problems.

Survivability by itself is an exceptionally powerful offense, but talents such as SotP/JotP and glyphs for Exorcism grant a nice amount of damage to shave off enemy health at a nice steady pace while having your infusion macro for a strong burst. Guardian's Favor is an exceptional talent because it lets you keep your Hand of Freedom up more often.

Concentration Aura is your friend here because you don't have Spiritual Focus to help you get the heals off during combat. Seal of Righteousness will be working a lot better for you because without the damage increases from the Retribution tree, stacking Holy Vengeance is not very rewarding for the time it takes to stack.

32/0/39 or 34/0/37- “The Final Stage” – This was my personal favorite build and the one that I use simply for the fact that it is versatile. It has just the right amount of healing and damage and the ability to move between one extreme to the other with little trouble. Even still there are a lot of possibilities you can go with the talents you choose. The staples of this build are Judgments of the Wise, The Art of War, Divine Purpose, Sanctified Wrath, and Vindication. The impervious talents such as Improv. Concentration and Unyielding Faith should always be taken in Shockadin builds and Holy builds in general for the PvP setting. The replenishment this build has is great for team support as well as heightens longevity and survivability. The damage output is really helpful because there is little chance of recovery once the target hits 30-40% health, due to the ranged, irresistible, armor-bypassing, instant attacks that are at its disposal. On top of the added utility, this build can still take advantage of all of the Defenses that Paladins make infamous. It is a very nice mesh.

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Thunderhorn
  • 2. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:15:31 PM PDT
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The terms "PvE" and "shockadin" don't work together, sorry.
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  • Bleeding Hollow
  • 3. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:15:54 PM PDT
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Gear: A soldier’s best friend

Now that we have chosen our build, we need to get the gear necessary to make it shine. This is going to depend and vary based on your chosen spec as well as your sense of style (bling). Basically, you will want to stack Spell Power, Resilience, and Critical Strike Rating. This can be found on any piece of Holy PvP gear. Cloth hit rating gear may be helpful, but you do not take precedence over the clothies, especially since you have an armor set that only you use. If you have some areas on farm and your clothies are good and geared and would disenchant the gear anyway, feel free to take it yourself. However, gemming into Hit will probably be the best way to go, so you retain your bulk with plate.

2 pieces of Tier 7 (Valorous Redemption) will give your Holy Shock and extra 10% critical chance which are nice to have. Libram of Valiance is great for boosting Seal and Judgment damage as well as the power of your Shield attack. Other than that, play around with various combinations to see which produces the most SP. Just choose whatever works best for you. Gladiator gear is good for maintaining survivability and maximizing SP over Intellect. Resilience and Stamina are also staples because the longer you last; the more likely you are to find something that brings the win. You will find that Intellect is not as vital, especially because of the Replenishment.

I also try to grab a Hit weapon. This can be difficult sometimes, but is always helpful. There are a few helpful trinkets that are very helpful, although seemingly unorthodox

Purified Lunar Dust: An nice upgraded version to Je'tze's Bell. A Nice bit of SP as well as free Mp5 is always helpful.

Je'tze's Bell: This is an awesome trinket. It not only gives a significant SP increase but it has a proc that grants you 125 mana per 5 for 15 sec. It is excellent trinket for Shockadins without JotW.

Darkmoon Card: Death: Your damaging attacks have a chance to deal extra shadow damage. This is very helpful for a Shockadin and any class for that matter, especially because almost all of our attacks are instant. We have the abilities to hit instant in quick succession so more chances to add 2-3k damage to your attacks.

Libram of Binding Light: Libram of Valiance is nice, but this Libram is by far the best for a Shockadin. At 3 stacks, it grants a total of 255 SP for 15 sec, refreshed simply by using Holy Shock. This should always be up whether you use HS for damage or healing. This will also give a significant increase to Seal of Righteousness, allowing you to focus on it more than vengeance.

Libram of Valiace: You will find this Libram benefit you more than Justice every did. What is does is allow your Holy Vengeance/Blood Corruption ticks to a chance to grant you 200 strength. This may not seem so valuable from a healing perspective, but then again we aren't full time healers are we? With how Paladins are designed, many of our spells coefficients are split between SP and AP. This 200 strength translates into about 500 AP. Combined with BoM that's a free 1000 AP to play with. This boost will add about 50 extra damage to your Consecration ticks as well as your HV ticks, a significant increase.

This also serves as dispel fodder for certain teams because if you are playing correctly, especially the Final Stage build, you should have this proc up constantly. So rather than just boosting one heal, this libram boosts all of your offense as well as give more buff protection.

Libram of Divine Purpose: Yes, a level 70 libram, this boosts the power of your Seal of righteousness by a decent amount (it used to be a flat 100 damage increase to Seal procs, but was nerfed during Wrath Beta) however, it is still helpful to have. When you are using SoR have Valiance as your Libram isn't doing much for you so switch over to this libram of you Justice libram and at least get some benefit.

As in any other other game, play with whatever makes your experience most enjoyable.

Glyphs:

Now that you know your spells and talents, it is time to choose glyphs to accentuate them. Here are the main choices you will want for a Shockadin.

Glyph of Judgment: Increased damage by 10%

Glyph of Avenging Wrath: Reduces the cool-down of your Hammer while AW is active by 3 sec.

Glyph of Holy Shock: Helps DPS by reducing cool-down of holy Shock.

Glyph of Exorcism: Increases damage by 20%, beautiful bonus.

Glyph of Seal of Righteousness: increases the damage of your SoR by 10%

Glyph of Salvation: Your Hand of Salvation spell now reduces damage you take by 20%, this is amazing and probably the most useful Paladin glyph available.

Glyph of Turn Evil: This is one I recommend. Most targets that you will make use of Turn evil against, such as Warlocks, get a huge bonus from having their pet (and in the case of Demo, themselves) abilities available to them. Remove said target from battle, and your opponent will crumble that much quicker.

There are many other choices and minor glyphs are not as important and up to your fancy. Customize based on your build and play-style.

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 4. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:18:12 PM PDT
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Staple Talents:
You have chosen your build and gear, now to focus on synergy, or how each talent ties into the next. Let me share some insight on a Shockadin’s favorite talents, but as I have said before do what works for you. Here’s just some descriptions to help you along. The obviously needed talent is Holy Shock so I don’t think I need to go into that.

Seals of the Pure: Next to Holy Shock, this is the first talent to focus on maxing out. It is a free 15% increase to your Seal of Righteousness damage as well as your judgment.

Healing Light: This is the next focal point. It not only increases healing but the damage done buy Holy Shock by 12%.

Illumination: Self explanatory

Aura Mastery: Another staple for shockadins, Doubles the effect of any aura and can be a beautiful tide turner in combat, increase the armor of Devo Aura or cause your Ret Aura to deal 300 damage per hit is very handy.

Purifying Power: Mana-efficiency on Consecration as well as a reduced cool-down on Exorcism provides for more sustained DPS.

Judgments of the Pure: 25% increase to judgment damage plus melee and casting haste buff is great to make yourself a defining power.

Heart of the Crusader: Increases the Potency of your spells because of the increased crit

Pursuit of Justice: Speed boost is always helpful

Vindication: your attacks reduce the target’s attack power, increasing your survivability.

Sanctified Retribution: Nice damage increase to your punish-effect on Ret Aura as well as a base damage increase for you and your group.

Diving Purpose: Reduces the chance that ranged and spell attacks with hit you, which aids your survivability further, also causes your Hand of Freedom to break stun effect on you, adding to your imperviousness.

Repentance: Great Utility interrupt and stun

Art of War: a Central talent for Shockadin. Because you do not have infusion of Light, this talent will help you get that insta-heal effect. In addition, you get a 10% Judgment damage increase as well allowing you to get an instant Exorcism.

Judgment of the Wise: Good for mana efficiency. Making Shockadins the one of the only casters with a constant stream of regeneration.

Sanctified Wrath: Another great talent because of the frequent Avenging Wrath access as well as allowing your hammer of wrath to break through shields. This is a fun talent if you stick to BGs but you won't find much use for it in arena outside of the crit on HoW. Fanaticism/AoW combo will help you a ton more.

Your choice will be based on your build of course, but all have their uses.


Seal of Righteousness or Seal of Vengeance?

One big question I get a lot as well as see posted on various Shockadin videos is whether to use Seal of Righteousness or Vengeance. The classic Shockadin used Righteousness because then it had a huge SP coefficient meaning great damage. However, it was nerfed slightly. My answer to the question of Righteousness versus Vengeance is that you should be using both. Your seals are dynamic buffs and should be changed according to the situation.

Yes, using Vengeance plus Libram of Valiance is an awesome combination but you gimp yourself severely if you find yourself switching often. The reverse is that yes, Righteousness does a ton of damage with no set up, but if you are facing the same person for an extended period, you are gimping yourself a massive amount of damage from Vengeance's 5 stack bonus.

My advice is to always start with Righteousness until you get a feel for the situation. Using the Virtue build as an example, you should always be opening with Judgment. Judgment of Righteousness hits hards without any set up, so it is always good to start with it. Once you get into the battle and JotP (based on spec) is rolling and you find that you will be tunneling one target, throw up Vengeance to stack some DoTs and get a huge damage increase. If you find that you are going to be moving in and out of melee range, switching targets, or being controlled where Vengeance Stacking just is more trouble than it's worth, throw on Seal of Righteousness and go to town.

If all else fails and you are not in the mood to have to be changing seals constantly, Seal of Righteousness is always the choice because it is a nice steady stream of damage that you can always depend on to hit. Simplicity is always a nice thing to fall back on, sometimes going back to the classic is the best way to go.

Seal of Command?

This is a tempting seal to pick up because of the nice AoE procs your can get out of it as well as the free mana you get when glyph for it (I was tempted by this too until I saw the coefficients). However, the judgement of Command was made significantly weaker and the melee proc has no benefits from SP. It basically just deals a flat amount of damage to your opponent so Retribution and Protection will get a ton more out of it than you, so it is best to stick to the seal that was designed for you in the first place.

However, it is still a good tool to have for those situations where hitting multiple players is essential. We don't have Divine Storm or Hammer of the Righteous, so Seal of Command is our alternative. It is helpful when contesting flag or just whatever situation that will need you to spread numbers across targets.

My motto is "It never hurts to have another tool in the box".

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 5. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:18:59 PM PDT
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Strategy Revisited: Tips and Tricks

Now that we have everything set up, we can now look to enter combat. As I said before, Wrath of the Lich King has changed the Shockadin from a 1 button Nuke engine, to a strategic damage and utility engine, designed to stack damage from various sources while using your tricks to put distance between you and your opponent and keep yourself alive. Now let’s review some tips and pros to the changes made to the class.

Holy Shock: This is the star of the show. In TBC, it had a cooldown of 15 sec, which hindered not only DPS but healing efficiency for the Holy Paladin. Since then, its CD has been reduced to 6 sec (5 with Glyph) to help with healers, but that’s doesn’t mean we can’t take advantage of it for damage.

Seals: Seal of righteousness is a great supplement to boost your melee damage. But do not fall into that “Set it and Forget it” mentality that other paladins hold onto. Seals are Paladin’s signature and should be a dynamic part of your play-style. Switch your seals to match the situation. If you need a little extra healing, throw on Seal of Light for a few extra hits. If you need to deal with a healer, Seal of Justice helps by preventing their casting periodically. Your Seals are the center of your self utility, so you really sell yourself short by not utilizing it to their fullest potential.

Consecration: Shockadins are the Paladin spec that deals the most damage with Consecration. This spell is our AoE and can dish out very substantial and noticeable damage. This spell is core for the new Shockadin play style and is great to keep targets mobile.

Strategy:

Openers: Now that Exorcism is a cast spell, I tend to use it as an opener. Its cast time is the length of the GCD, which means as soon as it finishes, you can follow with an immediate Holy Shock. Depending on your SP, this combo will deal anywhere from 5-7k non-critical damage and anywhere from 8-10k Critical, before taking resilience into account, which will definitely catch your target’s attention.

Arena Comps:
Now, the big question is “are these Arenas viable?” the answer is, yes. The Shockadin, especially the Final Stage build is viable, but takes a lot of synergy to utilize well. This build is not something anyone can just pick up and be successful, but when you lock in the play style and synergy with your partners, it can be very potent.

2v2:

Shock-Arms, Shock-Death (DK): These are favorites for Holy Paladin comps and the same applies for Shockadin. Warriors and DKs are very helpful because they have just the right amount of peels and damage as well as bulk to deal with your healing. I like DKs because they are good with dealing with Casters and the Pet can help always.

Demo-Shock: This is a very fun comp to play when both players are alert. Having a bulky caster is always helpful, especially with the amount of control a Warlock has. Felguard is the pet of choice because it provides extra Peels as well as provides a decent amount of damage. The Demo Lock also provides some interesting abilites, such as the boosted Pet power and DPact, to the table that make your healing job lighter and gives you more opportunities to throw out burst.

3v3

Resto-Shock-Arms (Druid/Paladin/ Warrior): A double healer composition that works with Holy Paladins as well but with the Shockadin possessing added CC and damage on top of Defensive CDs it makes for some interesting gameplay. HoTs + strong Single target healing couples very nicely and when the time comes to burst down a target, the druid can take over the healing role while you proceed to attack. Having the boosted Ret Aura, Aura Mastery and Thorns, makes for nice reflective damage, and the buffs and HoTs spread amongst all three classes gives a lot of Purge fodder, so you won’t be losing your best buffs as quickly.

In the arena setting, the nice thing about Shockadins is that they are a self-peeling healer. Yes, other healers have their own peels through cooldowns, but Shockadins have their cooldowns on top of instant damage output. When you run into those DPS that will stick to you even when you run behind a pillar, LoSing their own partners, nothing is handier than being able to pump out your own damage and scare them off. With the run speed increase, you are faster than most targets. Couple that with Hand of Freedom, and your attackers will be spending more time trying to keep up with you, let alone damage you. It always helps when your partner doesn’t have to scramble to peel because you can handle it yourself.

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 6. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:19:40 PM PDT
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Tip #1: Keep your opponent mobile
Shockadins are great for keeping opponents moving, which is great for dealing with not only caster but melee. Use consecration to its optimal potential. Shockadins are strongest when they are in one on one combat and when they are chasing opponents down. Utilizing this threat in PvP will make you a very important target, especially to melee. Unlike other paladins, you can easily kite opponents effectively. However, do not waste your consecration like most paladins. I use a kiting technique, where I move around the consecration once before pulling back to take as much damage from the spell’s cost before laying down a new layer. With Melee, keep them in the AoE at all costs. The extra damage is always nice to keep on them.

Tip #2: Sacred Shield and Healing
I cannot stress this enough. As a Holy paladin, you're strength will always be your ability to heal before damage dealing. You should be healing yourself frequently throughout encounters. Our ability to heal without halting damage potential is one of our greatest perks of being Paladins. When you get a second throw a FoL on yourself and get the HoT effect for added cushion. Do not wait till you are dying to tend your wounds because usually it is too late. Here is a macro that I use.

/cast [target=player] Holy Shock

Tip #3: Utilize your cool-downs
I do not care how much other classes think it is unfair for us to use our bubble and Lay on Hands. Those cool-downs are there to get us out of difficult situations, and every other class uses their’s so why is it a problem when we do it. Your most important task is to keep yourself alive, and if you don’t because you didn’t bubble or Lay when there were no other options, then you really shot yourself in the foot. Other classes may complain, but the only important thing is that when it’s all over, you’re standing and they’re not. That doesn’t mean waste them though. Trust your judgment. Exercise all other routes before pulling out the last resort.

Tip #4: Keep the spells pumping
You are much stronger than others give you credit for and you need to show them that. Paladins’ signature is damage in quick successive bursts and it is no different with Shockadins. You will literally always have a spell to cast so keep them pumping. While you are distracting targets, the real damage-dealers can do their jobs better. That’s not to say that you don’t do respectable damage yourself.

Tip #5: Macros

There are a number of different macros that you can use, but here is the one that sets Shockadins apart. We are know for having several combat boosters that are on different GCDs so use that to your advantage.
- Infusion:
o /cast Divine Favor
o /use [Trinket]
o /cast Avenging Wrath
o /cast Holy Shock
This is an instant crit spell that hits for insane amounts of damage and is great for opening up as well as nuking down opponents. Thanks to Sanctified Wrath everything is on the same CD so there is nothing to inhibit it. When it’s up, it’s up.

Tip # 6: Holy Shock

Holy Shock is the star of the show in playing a Shockadin and should be used on CD. It doesn't matter if it is for offense or Defense, keep it up always. If you don't need it's damage right that second, throw a heal on yourself. If you aren't taking much damage, use it offensively.

Tip #7: Pre-emptive Freedom

This is a little trick that I learned and I think it is a good tip for Paladins in general and that is using Hand of Freedom Premptively and in anticipation of a snare. Such as when you are approaching a mage, you know the first thing they are going to do is nova. Using Freedom as you approach will not only let you stick to the mage, but nullify a large portion of his damage. This trick helps make life a ton easier when facing classes that like to kite.

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 7. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:20:14 PM PDT
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What Professions do I need?

This is another big question when it comes to playing the Shockadin, or any class for that matter, and that is "What Profession will benefit me most? My answer is to choose something you like first. If you don't have anything in particular then go for a profession that will enhance your gameplay. My favorite combination is Jewelcrafting and Engineering.

Jewelcrafting: Being able to craft your own gems is always great for anyone to have. Not only does it keep money in your pocket, but it grants you access to the Dragon's Eye gems and the Figurine Trinkets. Those trinkets are a beautiful thing to have if you can't find yourself some of the high-end raid trinkets or if you just want to play around with their fun abilities because they each have 2 gem slots in it. If you have resilience to spare throw on one of these babies and load them up with Dragon's Eyes (remeber you can only have 3) and go to town.

Engineering: This is the one novelty profession available in the game and for good reason. Engineering is a favorite amongst Paladins because it grants us tools that we would not have otherwise in our game mechanics. This profession will grant you a ton of cool toys to play with while PvPing everywhere, such as the Parachute cloak enchant or the hand mounted rockets enchant.

I chose these two professions because they both provide an array of tools and toys to have fun with, and, as with the Shockadin build itself, your opponent will never see it coming.

Overview:
The Shockadin is anything but dead, and it takes a skilled player to be able to see their potential and adapt to the environment around them. Even if they don’t put out the biggest numbers, the class is still insanely fun to play and gives a greater sense of accomplishment when you can beat someone with a supposedly “dead” spec. Plus, nothing is funnier than people expecting you to either be “the wimpy Healer” or “the Melee class” and put distance between you and them only to realize that your reach is a lot farther than most.

My motto is always “do what works for you”. It is a game and you’re paying for it, so do whatever it takes to ensure that you get the most enjoyable experience you can from it. It doesn’t matter what others say as long as you enjoy yourself because numbers aren’t everything and anyone who believes so is foolish. When it is all over, if you enjoyed yourself, it served its purpose.

I hope that this little guide is helpful in not only improving your play-style but opening the eyes of any of the doubters as to a Shockadin’s potential. That’s the beauty of a hybrid class. I will try to update as time goes on but until then post your comments below. Read my holy thread for more insight as to what a paladin is. Other than that, have fun, stay sharp and enjoy playing the Shockadin class!

*LET THE FLAMING COMENCE!*

[ Post edited by Aurico ]


"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 8. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:39:24 PM PDT
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Q u o t e:
The terms "PvE" and "shockadin" don't work together, sorry.


Lol, maybe not, but think about it. They have essentially the same setup for rotation as Ret does.

Ret:
- Crusader Strike: 4 sec
- Divine Storm: 10 sec
- Exorcism: 15 sec
- Consecration: 8 sec
- Judgment: 8 sec
- Hammer of Wrath: 6 sec

Shockadin:
- Holy Shock: 5 sec
- Judgement: 8 sec
- Exorcism: 10 sec
- consecration: 8 sec
- Shield of Righteousness: 6 sec
- Hammer of Wrath: 6 sec

With both there is always a spell to be cast. Plus, Shockadin's can provide alot of good utility, such as the the extra buffs provided by his Auras. I don't see how it wouldn't fit. They essentially have the same damage style.

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • 9. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:42:01 PM PDT
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I lol'd
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  • Bleeding Hollow
  • 10. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 03:46:38 PM PDT
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Q u o t e:
I lol'd


Me too, watch...."Lol". But seriously, this is a fun spec to play and can be effective if the player learns to adapt properly.

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 12. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 04:04:51 PM PDT
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Q u o t e:
Good post very helpful, i'm looking into shockadin, I think it's more then a healer stopping every few seconds to throw a noodle.


Exactly. Everyone who doesn't believe it's viable are the ones holding onto it being known as a primary Nuker that can literally kill an opponent with the press of a button. Today's Shockadin is an entirely different animal (survival of the fittest- adapt or die out), focusing on a more strategic style of play.

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • 13. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 05:42:53 PM PDT
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its nice to see more play style's comming up for pallys to mess with (even if older ones reupdated) i would like to see this topic stickied .

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  • Bleeding Hollow
  • 14. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 05:49:56 PM PDT
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Q u o t e:
its nice to see more play style's comming up for pallys to mess with (even if older ones reupdated) i would like to see this topic stickied .




Thank you. I think that is the beauty of a hybrid class. There are tons of different combinations and playstyles that can really be personalized

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 15. Re: Art of the Shockadin: Guide to PvE and Pv   08/05/2009 08:31:59 PM PDT
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Unfortunately, Libram of Wracking has been changed from a 20% increase to a 120 boost in SP.

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 16. Re: Art of the Shockadin: Guide to PvE and Pv   08/06/2009 06:09:43 AM PDT
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bump

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Bleeding Hollow
  • 17. Re: Art of the Shockadin: Guide to PvE and Pv   08/06/2009 03:07:56 PM PDT
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I'm testing out the PvE DPS set some more today, I'll get back to you guys on the DPS it can produce.

"I am done with your Horde...May this...Death God, take you all" -Varian Wrynn-
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  • Thunderhorn
  • 18. Re: Art of the Shockadin: Guide to PvE and Pv   08/06/2009 03:14:13 PM PDT
limit-reached limit-reached

Q u o t e:


Lol, maybe not, but think about it. They have essentially the same setup for rotation as Ret does.

Ret:
- Crusader Strike: 4 sec
- Divine Storm: 10 sec
- Exorcism: 15 sec
- Consecration: 8 sec
- Judgment: 8 sec
- Hammer of Wrath: 6 sec

Shockadin:
- Holy Shock: 5 sec
- Judgement: 8 sec
- Exorcism: 10 sec
- consecration: 8 sec
- Shield of Righteousness: 6 sec
- Hammer of Wrath: 6 sec

With both there is always a spell to be cast. Plus, Shockadin's can provide alot of good utility, such as the the extra buffs provided by his Auras. I don't see how it wouldn't fit. They essentially have the same damage style.


Except you're going to be 2k dps behind a ret paladin.

Edit:

But I'll say this, it's got some awesome PvP viability, as it always did.

[ Post edited by Xanthaz ]

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  • Tichondrius
  • 19. Re: Art of the Shockadin: Guide to PvE and Pv   08/06/2009 03:23:52 PM PDT
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I actualy hate being ret and prot is not my thing, I like holy for healing for PvE so I am interested in shockadin for PvP. Thx for the guide, if i knew how to report for sticky i would.

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