Tuesday, 29 July 2008

Spot the Scotsman



Never spilt a drop!

Wednesday, 23 July 2008

Long Time No Win

Work has had me busy, so heres a little something for you:

Monday, 14 July 2008

Warhammer Cuts

Mythic's upcoming MMOG Warhammer Online: Age of Reckoning is facing some serious cuts as release deadline pressure begins to mount.

In an interview with MMORPG.com, Mythic Vice President and General Manager Mark Jacobs revealed the game would be undergoing serious changes as a result of "issues" with the current state of the game and the looming launch schedule. The planned six capital cities in the game, one for each race, has been cut to two, while four of the game's character classes have also been removed.

"A number of months ago we sat down and looked at where we were with our Capital Cities and we looked at what we were doing with (Imperial capital) Altdorf and (Chaos capital) Inevitable City, we looked at the Greenskin home, the Dwarf home and we went, 'There's an awful lot to do here and there are some issues,'" Jacobs said. "We decided to focus our energies on two capital cities; one for Order and one for Destruction, and make them fabulous. Not good, not great, but fabulous."

As a result, each city will now be polished as much as possible, and Jacobs said that players won't be "distracted or divided" by the cities, instead focusing their collective efforts on a single position. "By only starting with two, we can really focus the community, focus the player base, focus the guilds, the teams, that are all working to sack the city," he said.

While Jacobs attempted to spin the city changes as a positive, he was forced to admit the missing classes are a greater loss, saying, "This isn't something that I can say that it is really a good thing for the player." The four classes being cut are the Greenskin Choppa, the Dwarf Hammerer, the Dark Elf Blackguard and the Empire's Knight of the Blazing Sun.

"I wish we didn't have to do it," Jacobs said. "I really do. Unlike the capital cities, I can honestly say that I really wish we didn't have to cut them out, but it's better for them to be cut out than to have classes that aren't great and that we would spend more time trying to make them great post-launch than we should have to."

Jacobs claimed that Mythic Entertainment owner Electronic Arts had "nothing to do" with the decision, but also revealed the studio had changed its name from EA Mythic back to its original moniker of Mythic Entertain

Friday, 11 July 2008

Cactus Cactus Cactus

Friday, 4 July 2008

Fuck You Sony.

You may know Sony most readily as the company that recently recalled something on the order of every laptop battery ever made because of a small glitch (they explode). Then there was the "rootkit" debacle, where Sony secretly installed hidden bullshit on your computer. One of Sony BMG's presidents handled the situation with the delicacy of a gang rape with this quote: "Most people, I think, don't even know what a rootkit is, so why should they care about it?" Good point, shit-head! And before that, Sony was known for its shitty optical drives in their PS2s, resulting in a class action lawsuit. The word "shitty" in the previous sentence is a bit misleading, since I also use the word to describe Renée Zellweger's life, and having to void your warranty by adjusting a cog to fix a misaligned laser inside your PS2 is slightly shittier.

Not content with the reaming they give consumers with their shoddy products and condescending attitude, Sony determined that it didn't have enough bad press, so they decided to wield their giant gnarled cock of corporate greed again, this time training it on a small-time import shop called "Lik Sang." Lik Sang was a haven for nerds who wanted to import games and systems from other countries. It turns out that Lik Sang broke some major laws that not only earned them the scorn of Sony, but pissed Sony off to the point where they sued Lik Sang into oblivion. So what was this grave infraction committed against Sony that not only threatened the very foundation of this giant multi-national corporation, but warranted destroying the lives and careers of a group of dorks running a gaming website? Simple: they committed the mortal sin of selling Japanese PSPs to European gamers. Oh no! Not that!

When I read the law suit, I did a double take to make sure I read it correctly. Sony is suing to prevent people from selling PSPs? Great move, morons! Because if there's anything Sony needs right now, it's fewer people buying PSPs. In fact, PSP sales are part of the reason Sony expects to lose $1.7 billion dollars in their gaming division by March. That means that I and anyone else who makes any money at all between now and March (or at least manages not to lose more than $1,699,999,999.99) will officially make more money than Sony's gaming division. I rule.

This isn't the first time Sony bullied a gaming website for selling PSP imports. In June of 2005, Sony sued a website called ElectricBirdLand (Sony literally hired men in dark sunglasses to deliver the papers to the defendant, because Sony is insecure about the size of its penis), stating that the sale of Japanese PSPs to the UK could hurt their ability to exploit the "excitement and anticipation of the market." Hey Sony, you know what else could help you exploit the excitement and anticipation of the market? The PSP not sucking.

Sony's strategy towards portable gaming seems to be to take the same shitty first generation Playstation games that weren't great to begin with, and make them portable so now we can take an example of Sony's utter-inability-to-stop-sucking with us everywhere we go. Nobody wants to buy movies in your stupid proprietary format, assholes!

So why does a company that relies on consumer satisfaction and brand recognition treat its fans with such contempt? Because...

Sony hates you.

Sony would love nothing more than to see you and your family suffer. Sony is like that psycho-ex who you had a few good times with, but was too clingy and the sex got boring. Now it's over and Sony is still stewing about it by leaving you voice mail asking for another chance and promising it "can change."

Tough shit Sony. We've moved on. We're dating your younger, hotter sister, Wii. Even your fuglier step-sister, Xbox 360, looks hotter than you do. At least she's been around the block a few times and knows how to turn tricks. You've got nothing, and it's going to stay that way until you stop being a crabby old cunt.

Now give me MGS4 on the 360.

New Things!

New Escapist Artist: Webcomics



WoW WOTLK Sign Ups!

https://www.wow-europe.com/account/beta-opt-in.html

TF2: Heavy Achievements Announced As Next Update

As Gabe mentioned in his lengthy response to an email recently, the next class pack will focus on the Heavy. For the Medic and Pyro packs we kept our goals for the pack pretty close to our chest, but for the Heavy we've decided to open up the process a little. Our hope is that you'll get a better insight into how we approach design problems, and have some fun thinking about the problem yourself. We do design collaboratively at Valve, and one of the side effects of it is that we really need to be able to evaluate design ideas as objectively as possible. Otherwise design meetings would devolve into subjective arguing. We've found that the best method of working objectively is to have clear goals up front. Once we've got clear goals, we can throw a bunch of ideas up on the board and measure how well each idea achieves those goals. Often the work of testing those ideas against the goals causes us to further refine or clarify the goals.



Here's a list for how to help define the problems we want to solve with the Heavy pack. It's pretty much exactly what we would start a design meeting with. Try coming up with a new unlockable for the Heavy that addresses the goal, while staying within the constraints as much as possible. The extra section includes other details that are useful when trying to compare two viable ideas.

Goal: Make the Heavy more viable when he has no Medic to pair with.

Constraints:

It shouldn't have a cumulative effect when being healed by a Medic as well. Heavy/Medic pairs do pretty well as it is.

It shouldn't significantly change the Heavy's role, relative to other classes. In particular, it shouldn't significantly encroach on another class's role.

It should be understandable for both the user and the player it's being used on.

Extra:

How much work is it? How many new models, sounds, effects, etc?

Does it deepen the Heavy's skill curve? Is it easy to learn? Hard to master?

Is it an interesting tool to choose relative to the base Heavy weapon it's replacing? What scenarios can you envision in which each is useful? What arguments can you raise for why each is better than the other?

How often does the Heavy need to think about it? Is it something he uses once every 5 minutes, or is it something he needs to be constantly thinking about? A greater impact on player decision making is generally a good thing.

How many other features of the game does it affect? Often, the best ideas are "economical", with a small set of required actions, but a wide set of resulting effects.

Finally, keep in mind the skillset required to be a good Heavy. He doesn't really rely on fine aim, since his minigun has such a wide spread, instead relying on more tactical skills, like these:

Being in the right place before he starts firing, because he has little ability to move while firing.

Good anticipation of enemy behavior, for both the above point and because his minigun needs to be spun up before firing.

The ability to estimate the amount of damage he's taking. It takes time for the minigun to spin down, so he needs to be able to know when it's time to retreat several seconds before his health has run out.

The ability to keep firing at a target while still keeping an eye out for other dangers, in particular Snipers & Spies.

Obviously, there are many more, like the full set of skills required to be a good user of an invulnerability charge. If you compare his combat related skills to that of the Soldier or the Demoman, you'll see he has a unique set that's less about aiming & dodging, and more about commitment choices and accurate battle evaluation. When thinking about your new unlockable idea, think about the new skills, or changes to old skills, that it'll require the Heavy to learn. It's best if those new skills aren't identical to ones required of other classes, or class distinctions become less interesting.

In the end, solutions almost always require tradeoffs, from the breaking of a constraint to the addition of a large chunk of work to solve understandability. A framework for objective evaluation is a great tool, but ultimately, something also needs to be fun, and that's hard to evaluate on paper. We try to end our design meetings with three potential solutions, and then implement crude versions of each. Playtesting those crude versions usually shows us some pros and cons that we didn't see in the meeting. Solving those cons, without giving up any of the pros, is the real meat of game design.

I hope you have some fun thinking about this with us.

Tuesday, 1 July 2008

Retadin - Teh PVP Guide


Retadin - Teh PVP Guide

Step one: gear up
If you are at all interested in PvP as a Retribution Paladin, you must get geared up. There are no two ways about this. Unless you have the proper gear, you will simply not perform as well as similarly-geared classes and your PvP experience will be diminished greatly. Retribution is one of the most equipment-dependent specs in the game, and you will feel it in PvP. Chris has written an excellent starter guide for all aspiring Ret Pallies, which is an excellent read for learning about the perfect Retribution gear. In order to do some PvP, we'll then need to take the next step and go beyond what Chris suggested and aim much higher as far as at least one piece of equipment is concerned -- your weapon.

Paladins are, for the most part, a glorified auto-attack class. With a severely limited selection of offensive spells, a Retribution Paladin relies on white damage more than any other class in the game, augmented with Seals. This is why your weapon selection is so important. When looking for the right weapon, try to obtain the highest top-end damage available to you, preferably over 500. Needless to say, you should find a slow two-hander. It can be an axe, mace, or sword, depending on your preference. Unlike Rogues or Warriors, Paladins gain no particular benefit from a specific weapon type so choose the weapon that suits your tastes. As much as I personally love polearms, you should steer clear of them because most polearms are too fast to deal any amount of respectable burst damage and have Agility or raw Attack Power as a stat. Retribution gains the most from Strength, so weapons that have it are good choices, as well. In a nutshell, get the best weapon possible (for you) or don't even bother.

Naturally, it pays to have a bit of Resilience, so try to stack some of it, even from gear that comes from instances or PvE. Fortunately, being a plate-wearer and having some of the best defensive spells in the game already contribute towards your longevity in PvP, so starting with low Resilience won't be too much of a disadvantage. As you wage more battles and accumulate more Honor or Arena points, you'll eventually get the right balance of offensive power and Resilience. Get gear that confers a lot of Strength, specially if you have Divine Strength, which translates to more Attack Power per Strength point. For a Retribution Paladin, it's probably the single most important attribute, so if you can't find Gorilla-type gear, don't hesitate to get Warrior plate. Don't be too concerned about Spell Damage. It's not important. Well, not that important, particularly with many changes in Patch 2.4 moving away from Spell Damage and towards Attack Power.

Step two: spec right
Now that you have the gear, it's time for you to pony up some cash and visit your Paladin trainer in order to get the right spec. Because you will be judging and re-sealing a lot in PvP, you should invest five points in Benediction. Next, two points in Improved Judgement is a no-brainer while Improved Seal of the Crusader and Deflection are toss-ups. While ISotC is good DPS and team contribution, most of the time you won't be able to judge it. Having Seal of the Crusader up during an auto-swing cripples your burst capability so it's not too wise to use it when engaged. In addition, the debuff is easily dispellable, so it sees limited use in PvP. If you can get it off at the start of the fight, great. Most of the time, however, you'll be switching targets quickly and won't have time to set it up.

The third tier of the Retribution tree is the PvP-centric tier, where all four talents are a must for PvP. Unfortunately, a PvP-optimum spec for Retribution isn't the same as the spec for raid DPS as some talents are PvP-specific and the points would be better spent on other talents if you are focused on PvE or raiding. Among these PvP talents is Vindication -- improved greatly in Patch 2.3 to affect all stats rather than just Strength and Agility, although most NPCs and all raid bosses are immune to it. Pursuit of Justice (also buffed in 2.3) is indispensable because it helps ensure that the Paladin gets within range of his target, so max it out. Conviction is also important because PvP is all about burst damage and having more crit will moderately help negate Resilience. Lastly, Seal of Command rests here so pretty much you'll need to take all talents on this tier. SoC is your bread and butter Seal for PvP.

The talents on the fourth and fifth tiers are all optional. None shine particularly brightly in PvP, but whatever you do, steer clear of Improved Retribution Aura. The aura is next to useless in PvP unless you're fighting a mob of Level 1 gnomes or something. You should almost never have it on. Crusade is better for PvE, but certainly doesn't hurt to have it. Two-handed Weapon Specialization is arguably the best talent from both tiers since you need to find ways to up your white damage. Sanctity Aura and Improved Sanctity Aura are not as stellar because the former doesn't affect Crusader Strike; it increases Seal of Command damage, though, so if you take the talent, keep it on when you're on the offensive. Then there's the neither here nor there Eye for an Eye, which isn't so much a defense against spellcasters as it is a rude middle finger to them as you die. If you deal enough damage with Eye for an Eye to hurt a Mage, for example, it probably also means she hit you for a 6k Pyroblast.

On the sixth tier, we have Vengeance and Sanctified Judgement, both of which I highly recommend because 1) the high-pitched schwing! sound of Vengeance proccing and the glowy hands make me feel warm and fuzzy all over, and 2) you will ironically have a pitiful mana pool if you geared up properly, which means you'll need all the return on investment you can get. After that, you get Repentance, a pathetic 31-point talent but simply indispensable because it's one of the few ways to catch up with an opponent or interrupt spellcasting. It is also a PvP-centric talent because it only works on humanoids and lasts for a whopping, damage-breakable 6 seconds. Beside Repentance is Sanctified Seals, which was reworked in 2.3 to be the essential Retribution PvP talent. The last thing you want in PvP is some punk Shaman Purging away your Seals and leaving you swinging an impotent wiffle bat. Divine Purpose fits some damage-mitigation builds but is entirely optional.

On the eighth tier, there is Fanaticism, which is an awesome talent for PvE, but also helps in PvP. Some damage-mitigation-oriented PvP Retribution builds skip Fanaticism in order to go up the Protection tree, getting Improved Righteous Fury to complement Divine Purpose. Such builds often also take Improved Hammer of Justice which, when coupled with a PvP 2-set bonus, allows the Paladin to stun every 35 seconds. Finally, there's Crusader Strike, which is the only controllable attack a Paladin can make aside from Judgements. Crusader Strike greatly reduces randomness and reliance on luck and gives a Retribution Paladin some semblance of controlled PvP damage.

Aside from some key PvP talents, feel free to throw points into talents that suit your playing style. While some go up Protection, others go up Holy and take Spiritual Focus for some self-healing love while picking up Divine Strength along the way. Some have two points to spare for Unyielding Faith, which helps against those annoying Warlocks. If you have don't have enough +hit (you'll need about 5% for PvP), you can go for Precision, but will be wasting five points on either Improved Devotion Aura or, um, Redoubt. Once you've tailored your Retribution spec -- I personally prefer pouring points into talents for high burst -- it's time to get down to business.

Step three: smash face
Find your nearest Battleground or Arena Battlemaster and queue up. If it's the latter, I hope you didn't forget to bring a team. You can also go out into the world and unleash your power upon unsuspecting questers and gatherers. No, I don't recommend it, but if you want to play the role of a twisted Blood Knight to the hilt, griefing will be right up your alley. Of course, I personally think the Battlegrounds are more fun, so let's pretend we talked to Yula the Fair or, if you're Alliance, probably some blonde gym rat in a loincloth and got sent into battle. This is where the real fun starts.

The first thing you have to keep in mind when PvPing as a Retribution Paladin is that you have no ranged attacks. None. Nada. Zip. Zilch. Don't even mention Hammer of GG because it's an extremely conditional spell that takes a half second to cast. This means that it's a half second slower than a Warrior's Execute or a Shaman's Frost Shock, so killing blows with Hammer of Wrath must be exceedingly well-timed. Either that or you can be fighting solo, which is also a lot of fun. Anyway, the point is that as a Paladin, the only way you'll be able to kill anything is by being close enough to mash their helmet in so do everything you can to close the gap. For the most part, this means a lot of running around. Paladins are ironically a melee class with exactly one melee attack spell, Crusader Strike -- which is a 41-point talent.

If there's any seal you'll want to judge on an opponent before the fight starts, it's not Seal of the Crusader but Seal of Justice. Because it caps your opponents' movement speed at 100%, it helps ensure that you will maintain at least the same pace as your opponent. If you have Pursuit of Justice -- which you should since I already said you should pick up the talent seven paragraphs ago -- this will reduce your chances of getting kited and help compensate for lag which will often tell you that your target is "too far away" even though your monitor shows that you're right on top of them and close enough to smell their cheap cologne. Judging Seal of Justice on mounted opponents in Alterac Valley is probably one of the more fun things to do because you'll get a lot of free swings while your enemy tries to get away not understanding how you're running as fast as their mount. Of course, you and I both know it's actually the other way around, since their mount's slowed down to your pace, but they can figure that out while checking out their Spirit Healer's pedicure.

So get up close. Get personal. Judge Justice. It's the only way Retribution Paladins can dish out any form of hurt. You have to reverse-kite as much as possible, but given the duration, cooldown, and dispellability of Blessing of Freedom, be prepared to get kited anyway. This is inevitable. There will be times when you will get kited and you will die. Do not hesitate to use Divine Shield to close the gap between you and your opponent, specially against classes with snares and dispels. Most Paladins instinctively use Divine Shield as a panic button. One conjuncted word: don't. Don't be afraid to use Divine Shield even at full health if it means freeing yourself from roots, snares, or some other form of CC. Needless to say, you should also get Medallion of the Horde or Alliance the moment you accumulate 16,963 Honor. Seeing as how it's also the only thing in the game that breaks Cyclone, it should be the first piece of Honor-bought gear that you get.

Don't save your stun. There is no special, magical moment for you to use your Hammer of Justice. If it's up, use it. Paladins often make the mistake of trying to use it as a spell interrupt. Don't. If it's up, use it and hope that you survive long enough to either kill your opponent or use it again. The sooner you use it, the sooner it will become available for you to use another time. While it works as a spell interrupt, it is also highly resistable by many classes (and even races... those Orcs are total pigs about it) so it isn't very reliable anyway. You should always have Seal of Command up, so a macro that uses Hammer of Justice and Judgement together helps. It looks a little like this:

#showtooltip
/cast Hammer of Justice
/stopcasting
/cast Judgement


Since Judgement doesn't share a global cooldown with your other abilities, it can be cast in the same breath as a replacement Seal. You can have it as a macro that looks like this:

#showtooltip
/cast Judgement
/stopcasting
/cast Seal of Command


This ensures that you will always have Seal of Command up even after Judgement. Of course, you'll encounter the occasional "Spell isn't ready yet." message, but generally the macro will keep your Seal up most of the time specially since you will have to Judge often. About 8 seconds often, to be precise. You need to keep Judging you opponent because it's one of the few sources of damage that you have. You do not have sources of periodic damage (no, Seal of Vengeance doesn't count), no ranged attacks, and no true form of crowd control, so keep attacking, spamming Crusader Strike, and Judging. The idea is to deal as much damage as you can in as short a time as possible -- before someone pulls off a heal, at which point your should roll your eyes up and groan loudly.

You might wonder, what about Consecration? Well, consecration is a Shockadin's tool. Unless you're old school and stacked tons of +spell damage, Consecration won't be worth much in PvP. Use it only against Snake Traps or spam Rank 1 to flush out Rogues or maybe Night Elves secretly having a sandwich. Otherwise, Consecration is a great way to quickly deplete your already low mana pool and should be avoided. Crusader Strike and Seal of Command are your staples in PvP, and you could probably do well with a short macro that attacks and casts Crusader Strike at the same time:

#showtooltip
/startattack
/cast Crusader Strike


If you have Seal of Command on, all three attacks can hit or even crit simultaneously. There are few things sweeter than surprising an opponent with an instant burst of 7k damage from crit white attack, crit Crusader Strike, and crit Seal of Command. You can immediately follow this up with a stun and Judgement. While on the offensive, don't hesitate to use Repentance to keep your opponent incapacitated and continue the assault. With a little luck, Retribution burst can sometimes take down an opponent even before they've made a move.

When should you use Avenging Wrath? Mostly... never. Well, okay, not never, but definitely not while your Divine Shield or Blessing of Protection isn't on cooldown. Avenging Wrath is a gimped ability in PvP because it's so easily dispellable. Worse, it can be spellstolen. The last thing you want is a Mage Pyroblasting you for 7.8k instead of 6k. The bad thing about Avenging Wrath is that it leaves you vulnerable, even if it's Purged or otherwise removed, with a healthy dose of Forbearance. Never use Avenging Wrath when in range of any class that can dispel or steal it, which limits your options quite a bit. Even against maybe Rogues or Warriors, you should still probably refrain from using it and keep your options open just in case you'll need to cast BoP on yourself. The only time you should use Avenging Wrath is if you're making a PvP video and you want to look cool. Just make sure to edit out the part where they kill you after you fail to bubble because you still have 3 seconds left on Forbearance.

Pick your targets. It's a fact that Retribution has limited offensive options, and while burst damage potential can be rather good, it is often not enough to take down a decently geared healer. This is the rock to a Retribution Paladin's scissors. Because you can only burst in three different intervals -- X seconds, 6 seconds, and 8 seconds, where X is your auto-attack speed -- healers have plenty of time to pull off a heal. Paladins can't remove shields or other buffs, and have exactly two (three if you count Arcane Torrent) spell interrupts on one minute cooldowns, which severely gimps damage-dealing against healer classes. My advice? Don't even try. Part of doing well in PvP is knowing where you're beat. If you take a whack at a healer class and see that their HoTs tick for more than you can dish out, it's time to find some help. If you luckily find a healer type that's soft, squishy, and hasn't quite caught on the latest Resilience fashion trends, then by all means instagib them. Otherwise, it can be severely frustrating and ultimately futile to wait on ability cooldowns and a slow weapon to slow down a healer's heals.

With other classes, Paladins stand a fair chance, specially with Divine Shield used as an offensive weapon rather than a defensive fallback. Don't take the risk. It's very easy to go down from 20% to 0% health before you can press your key binding. Don't hesitate to charge at an opponent with Divine Shield on... this catches most enemies by surprise because most of them expect it to be used when you're low. Deal as much damage as you can while immune... and while this means slower auto-attacks, it also means you can move around freely. Considering that you always need opponents close, your movement is at a premium. Being able to burst through with high amounts of damage while being invulnerable is a great advantage in PvP. Use Blessing of Protection to remove Physical debuffs such as Hamstring or Blind. Remember that while you can't attack through BoP, you can cast Judgements and Hammer of Wrath, so your assault can continue even if you can't swing your weapon.

Cleanliness is next to godliness, so cleanse, cleanse, cleanse. Between auto-attacks, make sure to dispel debuffs on yourself. Use Blessing of Freedom liberally, because if you can't move properly, you're gimped and most likely going to die. Remember, too, that Paladins are the most defense-oriented class in the game, despite the offensive thrust of Retribution. This means that you should freely toggle your auras to reflect your opponent's tactics. When facing Shadow Priests or Warlocks, have Shadow Resistance Aura up. This will help you resist their fears, as they are Shadow-based. Mage casting Frostbolt? Throw up a Frost Resistance Aura, a BoF, and rush towards her. Having trouble with a Rogue? Throw up Devotion Aura to slow up her attacks. Toggle your auras often. It's free. The only downside is that it activates the GCD, but otherwise you should have adaptive auras. One of my favorite things is to rush towards a drinking clothie at full tilt with Crusader Aura on, switch to Sanctity at the last minute and cast SoC to dismount then hit with a Crusader Strike. Sometimes they never know what hit them.

Keep Righteous Fury on at all times, or at least before engagement. Even if you don't have the improved version, it protects against dispel mechanics as an additional buff to be removed, protecting more important spells like BoF or Blessing of Might. As a basic check before heading into battle or right after rezzing, you should have four buffs on: Righteous Fury, a Blessing, an Aura (which gets toggled off when you die), and a Seal. Refresh your buffs often -- as the premiere auto-attack class, it's the one advantage you have. At the very least, always have Seal of Command up. You judge it so often that it's easy to forget to refresh it.

Finally, remember that you're a healer, too. Even though your healing might be gimped, you can create a macro to equip a healing weapon, shield, and libram together with your Holy Light or Flash of Light spell. Heal yourself mostly between battles, simply because it's significantly mana-inefficient to heal rather than press on with the attack. Against Rogues and Warriors (and even other Retribution Paladins), use BoP to catch up on life or break their pace. Throw up a Rank 1 Consecrate so they won't be able to bandage while you heal yourself. You also have Lay on Hands, which is your get out of jail free card, provided you don't have some sort of Mortal Strike debuff on you. Don't hesitate to use it. Sometimes, the extra life will allow you to take down more opponents. If you pick your targets right, you'll find that a Paladin's natural resilience will allow you to take down multiple opponents before being overcome. Remember that most of your damage is Physical, meaning you will deal considerably less damage against plate-wearers and even some mail, specially mail and shield. Don't be surprised to see your normal hits drop from your usual 1k to half that number against targets with high Physical mitigation. Again, it's important to pick your targets well, choosing those with low mitigation before moving to the next opponent.

The Paladin is a challenging class to play. Once you've managed to wade through 70 levels of auto-attacks, you might eventually find that it can also be very rewarding. Despite the ridicule and spite Retribution Paladins receive, there's no question that it can be major fun in PvP. Besides, you can use it to your advantage as you can split opponents' skulls in two while they're rolling over in laughter at the sight of you. Retribution, as some people say, is rather sweet.