I was making some changes on my PC, clean up and whatnot, when the Blizzard updater started working again. It’d bee a while since it was working properly, one of two reasons I had dropped WoW in late fall. Sure enough, things were working again and I decided to give it a go.
I have an on/off relationship with WoW. Aside from vanilla, I usually show up for the expansion launch and get to the X.1 patch, then move on. I am no longer a raider, so there’s very little carrot for me on that front. I consume the single player content, build a specific goal, reach it and move on. Last time was to build a nice stock of lvl 25 pets, which I did a good job with.
Back at it.
I have a rather large stable of characters, most above level 95 – with 3 exceptions. A warrior, priest and paladin. I tried them all in vanilla, none I ever considered fun. Mostly due to the very poor solo options at the time. I still don’t like warriors or priests, but I wanted to give the Paladin another shot. I really like multi-classes, what with a Monk and Druid leading my squad. I goofed around a bit, then decided to bite the bullet and use my level 100 boost on her. Yes, I still had it. The boost is useless if all the characters you play are already at level 100…
I already know how to tank, DPS and heal, so the basic elements are pretty straightforward. I opted to play Ciceroo as a tank, after the experience with the DH, Monk and Druid. DPS are rather weak up until the later levels. I did play some ret mind you, just not that much. Holy was limited to the artifact quest. Quick review.
Playing as prot. The artifact quest doesn’t make much sense to me, and aside from the last zone, the mechanics are humbug. That last part is more puzzle than combat, which is a tad weird for a tanking spec. The actual shield/blade looks cool. The rotation is epileptic and boring though. Not as boring as bear, but ugh… I miss my monk. Plus, I’m not a fan of proc-based rotations, which this one can be on longer fights. The flipside is that this is the first plate-wearing tank I’ve played, and self-healing to boot. I took on 4 groups at once and survived, which was very impressive.
Playing as ret. The artifact quest was pretty solid and closed off some lose ends. I enjoyed it more than most other classes, truth be told. After doing all 3, this one seems to be the “default” quest, and they built the other two following it. The look of the sword is one I’m not too partial, what with a giant marble in the middle. The rotation is simple enough to get quickly. I’m sure there’s something I’m missing to add some complexity to it, as I can only see cooldowns as the next level. Poor stats mean I’m weak as a puppy though.
Playing as holy. What is with this artifact quest? The first half makes no real sense and doesn’t require healing at all, just damage. The second half is good enough, where you keep a team of 3 alive through a cave dive. The final timed-standoff is a fun healing bonanza, but I think mine bugged on the stairs and I lost the entire squad with a minute or so to go. So I ended up kiting and healing myself across the room. Done. My stats aren’t strong enough to determine healing power as compared to monk/druid, but I did like the rotation.
The home base for paladins is pretty darn cool. Very large, very thematic. The run to upgrade the weapon is a bit long, but otherwise I think it does a good job. I’m looking forward to more quests related to the hall.
Gameplay wise, the paladin isn’t scratching any itch. I much prefer my monk’s toolset to the paladin, much more engaging. From a lore perspective though, pretty much the entire Alliance storyline is built around it, with other classes pitching in. It provides a different perspective on the various story bits, and I find that interesting. I’ll keep pushing on, with rested XP, until 110. Who knows, maybe it will grow on me.