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I was playing a Prot Paladin when I first started blogging, in fact it was the Paladin that got me started on it in the first place. It took my AoE Grinding game to a whole new level, allowed me to solo content that I otherwise would never have been able to, and it's really what kick started the whole process of writing the leveling guides for me. You can thank my first Paladin, Lexington, for everything this blog has become.
But all of that happened several patches ago. I got my Prot Paladin to Northrend and hadn't tanked a single instance that I can remember. I was a group quest soloing fool, doing my best to mass pull entire zones full of mobs just to see how far I could push it. Then came the nerfs. Then came my dislike of Northrend. Then came my new found love for twinking. Then my wife decided Horde was getting old and she wanted to try Alliance – on a new server. Then I met Cynwise. Then I found a home server I could really love. Then I found a great guild. All that added up to Lexington being left sitting on an abandoned server at level 74, doomed to not see the light of login for over a year.
When I did finally log back into him I found a new purpose, which was grinding reputation for enchants I wanted on the server that had changed with the 4.0.1 patch. I dropped his Prot spec for Ret and started laying waste to instances, and it was fun. I decided to grind honor to buy him a good two-hander and when I finally got it I just couldn't spend it. That much honor could also buy me a sword and shield. Cool two-hander, or tanking toys… and so it was that I switched back to Protection and with the changes of Cataclysm my love for Prot was reborn. I rolled a new Prot Pally to level with my wife on a RAF account and found that I like it even more, even from a low level perspective.
Playing a Protection Paladin
Paladins play differently than they used to now that we have Holy Power thrown into the mix. In many ways they're the same, but there are enough differences that the class will not feel the same leveling it up this time that it did prior to 4.0. Paladins have been "overpowered" for a while now, having some of the best defensive skills backed powerful healing and some great damage potential as well.
Paladins used to be incredibly boring to get through the first 30-40 levels with because they had almost no attack spells at all. You used auto-attack and Judgement and that was about it. Luckily 4.x changed that for us by giving us both Crusader Strike at level 1, and also bringing in Avenger's Shield at level 10 when you choose the Prot spec. Now not only do you have attacks that you can use all the time, but you're also dealing some significant damage with them.
The days of boring leveling are over. A new age of overpowered has begun, and Paladins are leading the charge.
Protection-Specific Tips
To start this section off, we're going to look first at the perks of choosing the Retribution tree. The keystone ability you get for choosing Prot is Avenger's Shield, an instant ranged attack that throws your shield at the target dealing Holy damage, silencing, and interrupting spell casting for 3 seconds, and then bounces to up to two more additional mobs within range of the target. You also get Vengeance which converts the damage you take into Attack Power (5% damage converted to AP, up to 10% of your health). These two really help you in your tanking, both with damage and threat.
You also get Touched by the Light granting you a 15% Stamina boost, +8% spell Hit and bonus Spell Power equal to 60% of your Strength. Finally, there's Judgements of the Wise which causes your Judgement to grant 30% of your mana over 10 seconds. "Touched" helps ensure that your taunts always hit as well as giving a sweet Stamina boost and a buff to your Spell Power based on your primary offensive stat (Strength) so that your Avenger's Shield and Consecrate (in particular) deal enough damage to matter.
Holy Power
Our new mechanic, Holy Power, is similar(ish) to a Rogue's combo points. You build Holy Power by using certain abilities, primarily Crusader Strike, but they build up on you rather than on your target and they expire with time or when consumed by another ability. You can store up to three Holy Power at a time, and the abilities that use it increase in power with each point. At level 29 you get your other HP building attack, Hammer of the Righteous which you'll use in place of Crusader Strike when fighting multiple targets.
Rather than having finishing moves, Paladins can burn their Holy Power with either healing spells or additional attacks, and since the HP stacks on you rather than the target you can kill one enemy by building up your HP and then kill another by spending the HP built on the first target. When soloing elites or fighting bosses in a dungeon, you can also contribute a great deal of instant-cast healing by using your HP with Word of Glory. I'll get into the details of that further down.
For this level range your HP is going to be spent on Word of Glory heals, and that's it. Heal yourself or heal somebody in the group. It doesn't matter what you do with it, just be sure to spend it if there's a need for it. I ran a random dungeon with my new Paladin at 38 and the healer asked why I kept healing. WoG is the only HP dump we have at this level so you either use it or lose it.
Self Healing
There's one thing you're going to need to be aware of at end game just as much as you are now at low level, and that's healing yourself. With the Prot talents you have a chance to make your Word of Glory consume no HP, meaning you can cast it and then recast it and potentially re-recast it at times. If you're in a group you can do this to help your healer by throwing heals to people who are low now and then, but you can also cast it on yourself which is what I tend to do most often.
When you finish a pull though, whether you're in a dungeon or just questing, take a look at your health. If you aren't topped off then go ahead and spend any excess HP you're holding onto for a WoG cast to refill. If you don't have any HP to spend then take a look at the ground around you. Do you see any critters? If so, go use Crusader Strike on the critter get in a charge of HP and then use it on WoG. The good thing about Crusader Strike and Hammer of the Righteous is that they give you HP when you cast them, regardless of who/what you cast them on. Save a tank, kill a squirrel.
Seals and Judgement
A Seal is a Paladin-specific buff which typically adds some sort of extra bonus to your attacks. In this level range our only Seal is Seal of Righteousness which adds some Holy damage to each of our attacks. The Seal in use also determines the power of your Judgement spell, which in this case is just extra Holy damage.
There used to be multiple forms of Judgement, and they used to do different things based on your seal, but now it's all an amount of damage. Seal of Righteousness provides the single highest Judgement damage of all the Seals at this time. Note that Judgement can only be cast if you have a Seal active, so always make sure that buff is up or else you lose access to one of your most useful attack spells.
Auras are another Paladin-specific buff, but these apply to your whole raid as long as they are within 40 yards of you. Our aura for most of this level range is Devotion Aura which provides a nice bonus to our Armor, which you may or may not replace at level 26 with Retribution Aura which deals damage to enemies whenever they hit you.
There are several auras to choose from as you get higher in level, but Retribution and Devotion are the two auras you'll use most often while leveling. I generally run around in Retribution aura because the extra DPS appeals to me more than the extra survivability of Devotion, especially with Word of Glory in our tool belt now.
Devotion Aura doesn't grant all that much armor so it's not crucial, but Retribution Aura similarly doesn't deal all that much damage to mobs that attack you. So use whichever one you like. If you find you're taking more damage than you want, then switch to Devo, while if you're not having survivability issues then Ret Aura will at least help you kill a little bit faster.
Important Spells & Abilities
There are a lot of spells and abilities that come with being a Paladin, but I'm going to try to keep it simple and limited to only the most important ones for a Retribution spec. There are other spells that you'll get in this level range as well, I leave them out only because I do not find them critical to playing a Ret paladin.
Level 1-10:
- Crusader Strike (1): An instant strike that causes 120% weapon damage.
- Judgement (3): Unleashes the energy of a Seal to judge an enemy for Holy damage.
- Seal of Righteousness (3): Fills the Paladin with holy spirit for 30 min, granting each single-target melee attack additional Holy damage. Only one Seal can be active on the Paladin at any one time.
- Devotion Aura (5): Gives additional armor to party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
- Hammer of Justice (7): Stuns the target for 6 sec.
- Word of Glory (9): Consumes all Holy Power to heal a friendly target for 115 to 127 per charge of Holy Power.
Crusader Strike is your key to Holy Power generation until level 29, at which point it will share the load with Hammer of the Righteous. It also does a decent amount of damage and is your bread and butter attack against bosses or other single targets as you'll cast it basically every other global cooldown. Once you get Hammer of the Righteous you'll switch back and forth between the two depending on the situation.
Seal of Righteousness and Devotion Aura are the two buffs that you want to have up at all times. Auras have no duration and persist through death, so the one you have active when you die will still be active when your rez. Seals are only 30 minute buffs though, and must be active in order for you to use Judgement, so be sure to have your Seal active at all times, and if it gets dispelled during combat be sure to reapply it right away.
Hammer of Justice seems mostly PvP related, but it's also great for questing and dungeons to either stop running mobs or to interrupt an enemy spellcaster. It's also great for stunning a mob long enough to get off a Crusader Strike followed by a Word of Glory when you're in desperate need of a heal, or to stun a mob and then use your Mining/Herbalism before somebody comes and steals your node.
Word of Glory is an amazing spell, one of my favorite additions to the Paladin. It's an instant cast heal that requires no mana, instead healing you for an amount based on how much Holy Power you have available. Unlike most of your other HP abilities, WoG heals you for a flat amount, multiplied by the HP used. So if it heals you for 120 with a single point of HP, then it will heal you for 360 if you have three points of HP. So if you're in a fight for your life then you can alternate Crusader Strike-Word of Glory, or you can build up a bigger stack if healing isn't quite so time sensitive.
Level 11-19:
- Flash of Light (16): A quick, expensive heal that heals a friendly target for 392 to 438.
- Lay on Hands (16): Heals a friendly target for an amount equal to the Paladin's maximum health and restores 160 of their mana. If used on self, the Paladin cannot be targeted by Divine Shield, Divine Protection, Hand of Protection, or self-targeted Lay on Hands again for 2 min.
- Exorcism (18): Causes Holy damage to an enemy target. If the target is Undead or Demon, it will always critically hit.
- Hand of Protection (18): A targeted party or raid member is protected from all physical attacks for 10 sec, but during that time they cannot attack or use physical abilities. Players may only have one Hand on them per Paladin at any one time. Once protected, the target cannot be targeted by Divine Shield or Hand of Protection again for 2 min.
I mention Flash of Light rather than Holy Light because enough though FoL cost 3x as much mana as HL, the cast time is significantly reduced, and if you need a heal badly enough that you're going to spend a cast time on it, you want to make sure it's big enough to be worth it. If you need to heal, and you need it now, then FoL is the way to go if Word of Glory won't cover it and/or Lay on Hands is on cooldown. Our other big heal, the top dog of all heals, Lay on Hands appears at the same level. If you, or someone else is about to die, this is a literal life saver. The strongest healing spell in the game, even on a crit, can't top the healing potential of this bad boy.
Exorcism isn't used quite so often as Prot, but it is useful for ranged pulls or for killing fleeing targets. While leveling I'll usually start off a boss fight with Exorcism for my pull followed by an immediate Avenger's Shield so that I can front load my threat as much as possible. If you're facing a group of trash with 4+ targets you can also pull with this targeting one on the far left or right side of the pack and then casting Avenger's Shield on the target on the opposite end so that you can load damage only all of the targets.
Hand of Protection is one of the Paladin's "bubbles", preventing all physical damage to the friendly target that you cast it on. The good thing is, this will keep you alive against all forms of physical damage, including falling damage. The bad thing is, it does nothing at all against Magic damage and it prevents you for using any attack spells either. The best use for this, other than jumping off of cliffs, is to use it when you have no Holy Power, Lay on Hands is unavailable, and you're being attacked by physical mobs. Pop HoP for immunity and then use your spells to heal yourself back to full. This is about the only time I bother casting Holy Light as I have the time to safely use it with its long cast time rather than spending additional mana on FoL.
One thing to note about HoP, if you've gotten the use out of it that you need (such as an emergency heal), you can right-click on the buff to cancel it, which will remove the restriction of attacking. I have a /cancelaura macro attached to my Crusader Strike for this purpose which I'll have down in the macros section below. Another side note on this one, is that it will give you the Going Down achievement if you don't already have it. Just get to a ridiculous height and jump, then wait until you're a few seconds from hitting the ground to cast it.
Level 21-29:
- Blessing of Kings (22): Places a Blessing on the friendly target, increasing Strength, Agility, Stamina, and Intellect by 5%, and all magical resistances for 1 hour. If target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
- Consecration (24): Consecrates the land beneath the Paladin, doing Holy damage over 10 sec to enemies who enter the area.
- Retribution Aura (26): Causes 9 Holy damage to any enemy that strikes a party or raid member within 40 yards. Players may only have one Aura on them per Paladin at any one time.
- Holy Wrath (28): Sends bolts of holy power in all directions, causing Holy damage divided among all targets within 10 yds and stunning all Demons, Dragonkin, Elementals and Undead for 3 sec.
- Hammer of the Righteous (29): Hammers the current target for 30% weapon damage, causing a wave of light that hits all targets within 8 yards for Holy damage. Grants a charge of Holy Power.
Blessing of Kings is another buff that you want to have up at all times, increasing your main stats by 5% and giving you some magic resistance as well. The blessing changed in 4.0.1 so that they now hit your whole party and they last for 1 hour as regular and greater blessings were combined into one.
Consecration is a decent ability to use if you're in a big group of mobs, but the damage isn't as good as it used to be and the mana cost is ridiculous, not to mention the cooldown was increased. Prior to 29 this is your only source of AoE threat, so you're going to use it. As you get higher in level you'll be able to reduce the mana cost significantly, but for now use it only when you have to.
Retribution Aura is our DPS aura, allowing us to deal extra damage by getting hit. You're now a metal porcupine, congratulations. Holy Wrath is our new AoE spell of choice. It used to only work on undead and demons, but now it works on everything and applies a stun to specific types of mobs. The damage works for everything though and the animation actually looks cool now compared to what it was in the previous version. If you want to spend mana on AoE, do it with Holy Wrath, not Consecration (for now).
Leveling a Protection Paladin
Starter Rotation: Crusader Strike, Judgement, Crusader Strike
Questing Rotation: Avenger's Shield, Crusader Strike, Judgement, Crusader Strike
LFG Trash Rotation Pre-29: Avenger's Shield, Crusader Strike, Holy Wrath, Crusader Strike, Judgement, Crusader Strike
LFG Trash Rotation 29+: Avenger's Shield, Hammer of the Righteous, Holy Wrath, Hammer of the Righteous, Judgement, Hammer of the Righteous
LFG Boss Rotation: Exorcism, Avenger's Shield, Crusader Strike, Judgement, Crusader Strike, Holy Wrath, Crusader Strike
The Starter Rotation is what you'll use prior to level 10. Basically just switch back and forth between Crusader Strike and Judgement until everything is dead.
While you're questing you have two options. The first is to just keep on doing single target forever, the second is to do multiple mobs at once. I'm still a huge fan of AoE grinding, so I like to have at least 3 mobs on me at all times. When you first get Avenger's Shield you can one-shot three mobs at a time with it, and if some do survive by some miracle then you can easily finish them off with CS and Judgements. If you're going single target then go ahead and lead with Avenger's Shield, but if you're doing multiple mobs then save the shield until you have at least three mobs grouped together.
Before you get Hammer of the Righteous at level 29 your LFG Trash rotation is basically the same as what you've used for questing. Make sure your groups know what kind of pulling method you're going to use though, so they're not charging ahead when they need to hold back, and they're not holding back when you're ready for them to charge ahead. Let them know how you handle things so that they can adjust accordingly. Feel free to switch Judgement and Holy Wrath in the rotation if you find that you're having mana issues. It's better to have too much mana regen going on than not enough. Hammer of the Righteous takes the place of Crusader Strike so long as there are three or more mobs to attack. I tend to stick with HotR until I'm down to just one, but that's a personal preference.
Boss fights are pretty simple for us as we don't have a whole lot going on. Paladins have a very simple rotation that's easy to stick to. Don't bother with HotR unless the boss spawns adds or something as CS gives you better damage against a single target which in turn is better threat generation. The Exorcism cast is really only for the initial pull, so don't bother trying to keep it in an actual rotation as casting spells strips your avoidance and makes you easier to hit.
Talent Spec: Protection 29
- Seals of the Pure 2/2: Increases the damage done by your Seal of Righteousness, Seal of Truth, and Seal of Justice by 12%.
- Eternal Glory: Your Word of Glory has a 30% chance not to consume Holy Power.
- Divinity 2/2:Increases all healing done by you and all healing effects on you by 2%.
- Judgements of the Just 2/2: Your Judgement reduces the melee and ranged attack speed of the target by 20% for 20 seconds. In addition, increases the duration of your Seal of Justice effect by 1 second.
- Toughness 3/3: Increases the critical effect chance of your Crusader Strike, Hammer of the Righteous and Word of Glory by 15%.
- Hammer of the Righteous 1/1: Hammer the current target for 30% weapon damage, causing a wave of light that hits all targets within 8 yards for Holy damage. Grants a charge of Holy Power.
We start off with Seals of the Pure because it's the only damage increase you can get at that level so it's the only thing that's going to help you in questing which is your only option at this point. It's not a lot of damage, but it's more than you had before so you'll take it. Eternal Glory gives your Word of Glory a chance to consume no Holy Power meaning that you can cast it back to back (to back) for lots of healing. Healing is a good way to generate AoE threat early on which is another reason why you should us WoG whenever you have a full three charges of HP just sitting there. The one point in Divinity is mostly just to get us to the next tier, but it does help our healers.
If you find that you have survivability issues, you may consider switching the two points from either of the other talents in the first tier to Divinity to give your healers an extra 4% bonus healing on you. Paladins seem squishy to me when I heal them in the 19's bracket on my twinks, but I never had problems myself.
Judgements of the Just slows down the attack speed of mobs that are hitting you, so it's a good survivability tool that also helps in PvP. For this level range that's all it does for us. Toughness increases your Armor for even more survivability. You are a tank after all, so getting hit in the face is kind of your thing; you might as well make it hurt less.
And we finish up this level range with Hammer of the Righteous for some yummy AoE goodness. This used to hit only three targets (four if glyphed), but now it hits everything within 8 yards of your target. It shares a cooldown with Crusader Strike so you either have to use one or the other. When you have multiple mobs you want this, and when you're facing just one you want to use CS instead.
I'm going to list at least two options for each glyph type that you can choose from, and below each section I'll mention why I choose them and under which circumstances I might change from one to another.
- Glyph of Hammer of the Righteous: Increases the damage of both the physical and Holy components of Hammer of the Righteous by 10%.
- Glyph of Crusader Strike: Increases the critical strike chance of Crusader Strike by 5%.
These are your two best choices for threat and damage. Do you want to have better threat against trash (HotR) or better threat against bosses (CS)? That's the question, and your choice of glyph is your answer. I prefer to go with HotR because I like to AoE while I'm questing as well, so it's just more valuable for me to take it over CS.
- Glyph of Consecration: Increases the duration and cooldown of Consecration by 20%.
- Glyph of Dazing Shield: Your Avenger's Shield now also dazes targets.
Using Consecration makes the high mana cost and short durability of Consecration a bit less painful, allowing you to make more use of it when tanking. I don't like having threat issues, so I like to use Consecrate when I can afford it. Dazing Shield is useful, though not necessary as it slows down the targets that it hits. It's great for kiting or for setting up really large pulls and such, but you probably don't want to get into the habit of doing that too much if you're not familiar with tanking. I always end up using this glyph because I like to get a little creative with my shield casts, but that's me.
- Glyph of Blessing of Kings: Reduces the mana cost of Blessing of Kings by 50%.
- Glyph of Righteousness: Reduces the mana cost of Seal of Righteousness by 50%.
As with most classes, our minor glyphs kind of suck. Most Paladin minor glyphs right now just reduce the mana cost of spells that you'll likely only cast outside of combat anyway, where casting your buffs and then drinking to restore your mana would negate the glyph's use, not to mention we don't care about mana much to begin with. But, these are the only glyphs we can use at this level range, so there you have it. You'll at least be casting Kings on everyone in LFG and on yourself while questing, so you might as well pick that one up first.
Protection Macros
I don't use a whole lot of fancy macros on my Paladin just yet, but I do have a few that are particularly useful.
/cancelaura Blessing of Protection
/cast Crusader Strike [same for Judgement, Hammer of the Righteous, etc]
This is the one that I mentioned up above that cancels my BoP right before I attack. BoP gives you immunity to physical damage, but at the expense of not allowing you to attack. Generally you want to cast this when you need to heal yourself (if you're targeting yourself), so after you're finished healing it's time to get back to combat rather than just waiting for it to end itself. Basically this one saves me the trouble of canceling the buff myself.
I use a version of this macro for all of my primary attack spells as I mention in the macro text itself.
/cast [modifier:alt] Consecration
/castsequence reset=combat/9 Holy Wrath, Consecration, Holy Wrath
This macro I use for my AoE, just to save space on my bar. I don't cast Consecration as often as I do Holy Wrath, and if I have an option between the two I generally go with HW unless the fight is going to last long enough for Consecration to be worth it. So using this you'll cast Holy Wrath and for the next 9 seconds or until you cast it the button will change to cast Consecrate instead. For long fights with lots of AoE I have it cycle to another cast of Holy Wrath. You also have the option of holding Alt to force a Consecrate cast if you can't or don't want to use Holy Wrath.
Gearing Up as Protection
As a melee class we're looking for stats that impact our melee performance such as Strength, Attack Power, Hit, Crit and Haste. As a tank though, you also want to look for survival stats such as Stamina, Dodge and Parry.
Stat Priority: Strength and Stamina, Dodge and Parry
In short, we're going to stack Strength and Stamina first and foremost, followed by our avoidance stats of Dodge and Parry, and then on to any other DPS stats (attack power, hit, crit, haste, etc). Most of the stats that you want to cap at end game don't even exist in the early stages, so this is really all you need to watch out for.
If you have access to heirloom gear and want to know which ones to use:
Venerable Dal'Rend's Sacred Charge or Venerable Mass of McGowan with the Crusader enchant
Polished Breastplate of Valor with the Greater Stats enchant (+4 all)
Polished Spaulders of Valor
Swift Hand of Justice two of these
If you don't have access to BoA items then you want to look for gear via dungeons. Here is a short list of items that come to mind for me:
Ragefire Chasm
Subterranean Cape Cloak, +4 Str, +4 Agi
Cavedweller Bracers Wrist, +3 Str, +3 Stam
Stone Guard Greaves Legs, +4 Str, +5 Stam, +4 Crit [Horde-only Quest]
Cape of the Brotherhood Cloak, +5 Agi, +3 Stam
Cookie's Tenderizer Mace, 13.5 DPS, +3 Str, +2 Stam, +2 Hit
Gold Plated Buckler Shield, 672 Armor, +3 Str, +5 Stam
Smite's Reaver Axe, 13.5 DPS, +2 Str, +3 Stam, +2 Hit
Cookie's Meat Mallet Mace, 11.7 DPS< +3 Str, +3 Stam [Quest]
Wailing Caverns
Cobrahn's Grasp Mail Belt, +8 Str, +3 Agi
Kresh's Back Shield, 700 Armor, +3 Stam, +5 Dodge
Mutant Scale Breastplate Chest, 164 Armor, +8 Str, +6 Stam
Savage Trodders Boots, 113 Armor, +5 Str, +5 Stam
Cleansed Pauldrons Shoulders, +5 Stam, +4 Int, +4 Spirit [Quest]
Pythas' Vest Chest, +5 Str, +7 Stam, +5 Crit [Quest]
Shadowfang Keep
Phantom Armor Chest, +3 Str, +11 Stam, +5 Crit
Baron's Scepter Mace, 14.1 DPS, +2 Str, +3 Stam, +2 Hit
Butcher's Slicer Sword, 14.1 DPS, +2 Str, +3 Stam, +2 Hit
Comander's Crest Shield, 700 Armor, +2 Str, +4 Stam, +3 Dodge
Rift Bracers Wrist, +3 Str, +4 Stam, +3 Crit
Silverlaine's Family Seal Ring, +5 Str, +3 Stam
Breastplate of the Terrible Price Chest, +7 Stam, +5 Int, +5 Spir [Quest]
Deathstalker Pauldrons Shoulder, +4 Str, +5 Stam, +4 Hit [Quest]
Blackfathom Deeps
Algae Fists Mail Gloves, +8 Str, +5 Stam
Tortoise Armor Chest, +9 Stam, +9 Dodge
Band of the Skull Crusher Ring, +7 Str
Dusk-Stained Cloak Cloak, +5 Str, +5 Stam
Scales of Aku'mai Legs, +10 Stam, +7 Int, +7 Crit
Shield Against the Evil Presence Shield, 891 Armor, +6 Str, +6 Stam
The Stockades
Skeletal Gauntlets Gloves, +8 Str, +5 Stam
Hogger's Shiny Ring, +6 Stam, +6 Dodge [Ally-only Quest]
Rifle Commander's Eyepatch Helm, +8 Agi, +11 Stam, +8 Hit [Ally-only Quest]
Shield of the Stockades Shield, 945 Armor, +6 Stam, +4 Int, +4 Spir
Grubbis Paws Gloves, +8 Str, +5 Stam, +5 Crit
Thermaplugg's Central Core Shield, 917 Armor, +6 Stam, 5% when hit to deal 35-65 Nature damage
Electromagnetic Gigaflux Reactivator Cloth Helm, +12 Int, +8 Spir, Use: 146-167 Nature frontal cone and Lightning Shield effect
Charged Gear Ring, +4 Arcane Res, +4 Nature Rez, Random Enchant (Eluding: +12 Dodge +5 Agi, Stamina: +10 Stam, Strength: +10 Str, Bear: +7 Stam +7 Str, Gorilla: +7 Int +7 Str, Tiger: +7 Agi +7 Str)
Barechus' Greaves +7 Str, +11 Stam, +7 Crit [Ally-only Quest]
G-Team Belt Belt, +8 Stam, +5 Int, +5 Spir [Ally-only Quest]
The cloth helm isn't meant for you of course, but that Use ability is quite tasty. Chances are high that if it drops it'll end up going to a clothie (and rightly so), but if nobody wants it you can put it to go use for that ability.


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NEWPORT Gwent Dragons chief executive Gareth Davies has admitted that playing in an Anglo-Welsh League is an option if no agreement is reached in the dispute between the four regions and the Welsh Rugby Union.
The possibility of participation in such a competition has been rumoured but when pushed during a BBC Wales debate on the crisis in Welsh rugby he confirmed that it was a course of action being considered.
WRU chief executive Roger Lewis, however, told the audience: "The Union will not allow the regions to play in the Aviva Premiership."
The regions, Dragons, Scarlets, Ospreys and Blues, want to play in a new European competition next season, the Rugby Champions Cup, rather than the Heineken Cup – an initiative being driven by the top English clubs. And they are unhappy with the commercial benefits of staying in the RaboDirect Pro12, unsure of who will sponsor it in the future.
The Union, however, is committed to both the Heineken Cup and the Pro 12.
In a lively debate, in which Davies was also representing the other regions, there appeared to be little sign of the warring parties coming together. Although there are more talks planned for tomorrow.
Both sides agreed that there was a crisis in European rugby with Davies stressing that in terms of finance the French were sprinting ahead with huge commercial deals.
He also stressed that there had to be "collaboration" between the parties for a solution to be found, not the "master and servant relationship."
On the subject of central contracts, Lewis told the audience that the WRU could find extra money to keep the remaining top talent in Wales, if agreement could be reached. He said the money would come from "our relationship with key partners."
Former WRU chief executive David Moffett was in the audience and said he could sort out the problem because of his greater knowledge of central contracting.
"You either have everyone on a central contract or no one," he said.


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From humble beginnings, InHarvest (formerly known as Indian Harvest) has steadily grown to be the country's premier provider of rice and rice blends, exotic grains, and legumes to many of the industry's top creative chefs and restaurants. Because of the company's dedication to clean, high-quality, unique products, top-notch customer support, and the company's respect for the planet and its people, InHarvest has gained a very loyal following in the culinary community. Located in Bemidji, Minnesota, in prime Wild Rice country, the name InHarvest is a reference to the spirit and heritage involved in the harvest of the wild rice grain, the company's primary focus in its early years.
Certified Kosher OU.


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Here's this week's roundup of what the national media are saying about the Eagles:
Mike Freeman of CBSSports.com has released his list of the NFL's 10 biggest jerks. Two Eagles, DeSean Jackson and Michael Vick, make the list. Jackson at six, and Vick at No. 1:
When is Vick allowed to move on? When is that threshold from criminal to forgiven criminal crossed? To some, it already has. But to many, like me, though it's clear that Vick has changed, the crime was so disgraceful, more time is still needed to make sure the change I've seen in him is not an act but permanent. There's almost a simple formula here to follow. The worse the crime, the more time it takes for the re-evaluation.
This is an arrogant approach for me and others, particularly since everyone judging Vick has made their own errors. But there are mistakes and then there are mistakes. For Vick, it will still take more time.
Matt Williamson of ESPN.com looks into his crystal ball and projects the top 15 pass rushers in 2015. He's got Trent Cole barely making the list at No. 15:
Cole is a fantastic, underrated player and pass-rusher. But will that hold true three years from now? Cole turns 30 this season, but he was a fantastic presence rushing the passer in 2011. Plus, the Eagles now have plenty of defensive end options to help spell Cole (and Jason Babin) and extend his career. From the honorable mention group, Chandler Jones was the one I thought had the best chance of being on this list ahead of an aging 2015 version of Cole.
Vick came in at No. 20 in Peter Schrager's Top 100 players list on FoxSports.com:
Vick in the top 25? You better believe it. He still strikes fear in the hearts of NFL coaches and defenders everywhere. And though the Eagles slipped and stumbled out of the gate in 2011, Philly finished the season with four straight victories and four straight mesmerizing performances out of Vick. With a full offseason to work with teammates, a healthy crew of receivers and a focus on the NFC East crown — don't be shocked when Vick turns in the best season of his career.
Doug Farrar of Yahoo Sports takes a look at the 10 best third-day draft picks from 2011. Jason Kelce and Brian Rolle both make his list (Kelce at No. 2 and Rolle at No. 3):
A former walk-on linebacker at Cincinnati. Kelce turned himself into a draftable offensive lineman with pure tenacity. He beat incumbent Jamaal Jackson for the starting job in Eagles camp, and impressed legendary line coach Howard Mudd enough to become the Eagles' first center to start his first NFL game since 1968. Kelce played very well through injuries, and Mudd may have his next Jeff Saturday if Kelce can stay healthy.
Brian McIntyre of NFL.com has the contract details for Eagles safety Oshiomogho Atogwe. He'll make the league minimum ($825,000) with $100,000 fully guaranteed.
In case you missed it from today's Daily News, the crew that runs the Cowboys' Web site had a little birthday message for Vick.
And don't forget to check out the 2012 Eagles Almanac, which is chock full of great information to get you ready for training camp and the upcoming season.
You can follow me on Twitter or become a fan of Moving the Chains on Facebook.


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Parliamentary sitting calendar
Go to the full calendar of events
During 2006–07, the Committee Office provided secretariat support to Senate and certain joint committees by:
Senate committees continued to focus on bills inquiries. In 2006–07, 44 per cent of bills introduced into the Parliament were referred to Senate committees, compared to 47 per cent in 2005–06. This corresponds to an increase in the number of bills introduced into the Parliament (Table 5) and reflects an increase in the number of inquiries conducted.
The reporting timeframes for bills inquiries remained tight, with a 30-day average reporting deadline, a slight increase on the average of 27 days for 2005–06. This figure is based on a timeline commencing from the date the bill was referred and concluding with the date the committee reported (Table 6). In 2006–07, 12 bills were referred by the Senate contingent on their introduction into the Parliament. For example, the Workplace Relations Amendment (A Stronger Safety Net) Bill 2007 was referred to the Employment, Workplace Relations and Education Committee for inquiry on 10 May 2007, with a reporting date of 14 June 2007, but the bill was not introduced into the House of Representatives until 29 May 2007. For 19 days of its inquiry, the committee was therefore not in a position to examine the detail of the bill, presenting difficulties for the committee, staff and witnesses.
The Committee Office conducted a number of recruitment processes to ensure that staffing levels were sufficient to meet the demands made of secretariats. In October 2006, staff numbers were at their lowest level, with 49.9 full-time equivalent (FTE) staff. Unfortunately, this coincided with a period of high activity for committees (13 bills referred for eight inquiries with short reporting timeframes). Although the selection processes for most vacant positions had been finalised, there were delays in the appointed staff taking up positions. The FTE staff figure for 2006–07 was 52.1, reflecting in part the low staffing levels earlier in the year. FTE staffing numbers have hovered between 53 and 55 since January 2007.
The Community Affairs Committee and the Legal and Constitutional Affairs Committee each conducted a large number of inquiries in 2006–07. The average FTE staff numbers for these committee secretariats (5.2 and 5.0, respectively, for the year) reflect this workload and compare with the average FTE staff (3.4) employed for the Finance and Public Administration Committee, which had a lighter workload.
Last year's annual report highlighted the variability in work patterns, and this persisted during 2006–07. The Committee Office continued the system under which the busiest secretariats borrowed additional staff from those with lighter schedules.
The average cost of supporting the legislative and general purpose standing committees was $480,000, compared to $458,000 in 2005–06 and $520,000 in 2004–05. The slight increase on the 2005–06 figure principally reflects increases in salary costs.
For the second consecutive year, no select committees operated.
During the year, the Committee Office continued to support two ongoing statutory committees—the Parliamentary Joint Committee on the Australian Crime Commission and the Parliamentary Joint Committee on Corporations and Financial Services.
The Law Enforcement Integrity Commissioner Act 2006 commenced on 30 December 2006, heralding the establishment of a new parliamentary joint committee early in 2007—the Parliamentary Joint Committee on the Australian Commission for Law Enforcement Integrity. The committee, which is supported by the Committee Office, held its first meeting on 10 May 2007.
The cost of the Committee Office in 2006–07 was $8.3 million ($8.2 million in 2005–06). The costs included staff travel, accommodation and venue hire, and the costs of some non-government witnesses. Committees administered by the Committee Office did not use the services of any consultants during the year. The costs of senators attending hearings are paid by the Department of Finance and Administration.
Figure 15 shows the structure of the Committee Office.
Note: Secretaries for committees are shown as at 30 June 2007.
Secretaries continued to provide procedural and strategic advice to committee chairs and members. Higher level advice was provided by the Clerk, Deputy Clerk, Clerk Assistant (Committees) and Senior Clerk of Committees. The advice, both oral and written, covered many parliamentary privilege issues and matters such as the power of committees to call witnesses, adverse reflections on persons made in evidence and protection of witnesses. Advice was also provided on a number of matters arising out of estimates hearings, including the extent of questioning allowed under the orders of the Senate and the bases on which information can be refused to committees.
In 2005, standing order 74 was amended to introduce a new accountability mechanism to address the late provision of answers to questions taken or placed on notice during the estimates process. Amended standing order 74(5) enables a senator, 30 days after the date an answer is due, to ask the relevant minister in the chamber why an estimates question on notice has not been answered. It was used on three occasions: 14 August 2006, 7 September 2006 and 10 May 2007. Estimates reports and questions at hearings also continued to highlight concerns about the provision of answers long after the due date.
The Chairs' Committee, established under standing order 25(10), met on two occasions (13 and 20 June 2007) to consider the Standing Committee on Finance and Public Administration's report, Transparency and accountability of Commonwealth funding and expenditure. Recommendation 18 of that report was that the Chairs' Committee consider the proposals made by the Auditor-General during the inquiry to provide assistance to the legislative and general purpose standing committees in their consideration of estimates. The Chairs' Committee reported to the Senate on 21 June 2007.
Last year's annual report foreshadowed a change to the structure of the Senate's committee system. On 11 September 2006, changes to the structure of the legislative and general purpose standing committees, agreed by the Senate on 14 August 2006, took effect. Previously, 16 committees operated: two for each portfolio grouping (one legislation and one references). The twin committees were amalgamated and membership of the new committees increased from six to eight, with a government senator as committee chair. The responsibilities of the two committees were blended so that the one committee now examines matters referred by the Senate (usually subject-oriented matters), in addition to inquiring into and reporting on bills, estimates of proposed expenditure, annual reports and the performance of government departments and agencies. Outstanding inquiries were continued by the new committees. The committees are established under amended standing order 25 as permanent committees and continue for the life of the parliament. They are re-established at the commencement of each new parliament, with their membership determined by the Senate.
Prior to the structural amendments of September 2006, legislation committees were referred four bills or packages of bills, and one other matter. The committees tabled 10 reports, excluding seven reports on annual reports.
In the other nine months of the year, the new committees had 84 matters referred, 74 of which were bills or packages of bills. As a result of all inquiries, 81 reports, excluding annual reports and estimates reports, were tabled.
In total, 78 bills inquiries were conducted by Senate committees during the year, resulting in 73 reports on legislation. Senate committees also tabled 21 reports on other matters.
Comparisons with previous years are difficult because the committee structure has changed and work previously undertaken by two committees is now the responsibility of one. However, during 2005–06, legislation committees had 61 matters referred to them, including 59 bills or packages of bills, and tabled 65 reports, excluding the 15 reports on annual reports.
All legislative and general purpose standing committees are required by standing order 25(20) to report regularly on the annual reports of departments and agencies within their portfolio responsibilities. The new committees met this requirement in March 2007 with the tabling of reports by all eight committees. In early September 2006, under the previous committee structure, seven committees presented reports on annual reports in accordance with the standing orders. The Community Affairs Committee did not present a report, as it had no annual reports to consider. The total of 15 reports in 2006–07 is comparable with the 2005–06 figures.
a Excludes estimates.
Committees considering the estimates of proposed expenditure of Australian government departments and agencies sat for 715 hours in the budget cycle. The cycle commenced in May–June 2006 with the budget estimates, with supplementary hearings being held in October–November 2006 and additional estimates in February 2007. Under the new committee structure, 16 reports on estimates were prepared and tabled by committees. For details, see Table 10.
At the May–June 2007 budget estimates hearings for the 2007–08 budget cycle, committees sat for a total of 333 hours and senators asked an estimated 34,800 questions. The figures for the 2006–07 budget estimates hearings were similar (334 hours and about 33,700 questions).
Due to the large volume of answers received at the last moment, difficulties in processing answers to questions on notice from estimates hearings continued. Many departments and agencies provided answers just before, or during, the next scheduled round of estimates hearings, which limited the ability of senators to follow up issues. Prior to the Budget estimates hearings, the Department of Health and Ageing, Austrade, AusAID, the Australian Centre for International Agricultural Research and Export Finance and Insurance Corporation were the only agencies to have provided all answers by 11 May 2007. On that date, the Department of Veterans' Affairs had not responded to any of the 93 questions that were on notice from the additional estimates hearings held in February 2007, despite a deadline of 29 March 2007.
In the two and a half months that references committees operated, only one matter was referred to them. Forty-one meetings (both public and private, together with inspections) were held and three reports were tabled. Following the restructuring of the committees, reference work outstanding was completed by the new committees.
A select committee is an ad hoc committee created to inquire into and report on a specific matter. It usually has a limited life and ceases to exist when it presents its final report.
No select committees were established during 2006–07; nor did any select committee report and thus expire.
Joint committees comprise senators and members of the House of Representatives. They are established by resolution of each House and, in the case of statutory committees, in accordance with the provisions of an Act.
At 30 June 2007, the Committee Office was supporting three statutory joint committees: Corporations and Financial Services, the Australian Crime Commission, and the Australian Commission for Law Enforcement Integrity. However, for most of 2006–07 it supported only two committees, as the Parliamentary Joint Committee on the Australian Commission for Law Enforcement Integrity did not hold its first meeting until 10 May 2007.
The committees held 52 meetings (public and private, and inspections), for a total of 93 hours. They received 160 submissions and heard 178 witnesses. The comparable figures for 2005–06 were 73 meetings, 130 hours, 187 submissions and 306 witnesses.
Senate committee secretariats supported 550 meetings, hearings and site inspections during the year, compared with 536 in 2004–05 and 597 in 2005–06. These figures include statistics relating to estimates hearings held by the committees.
Committees have continued to reach out to communities by travelling interstate, including to regional centres, to hold hearings and site visits. A breakdown of meetings by location appears in Figure 16.
Figure 16 Committee meetings by location, 2006–07
Figure 16 text description
The debate over the government's proposal to restructure the Senate's committee system and the ensuing inquiry by the Procedure Committee gave the Committee Office clear notice of the impending changes. The office took that time to prepare, resulting in a smooth transition. Committees were reappointed and conducted their first meetings in a routine manner. Other necessary adjustments, such as updating websites, were identified and managed in order to minimise potential problems arising from the restructure. The restructure did not result in any significant changes to the structure of the Committee Office.
Work continued on the development of a web-based information system. In 2006–07, the objectives of the proposal were refined. The Senate Centralised Information Database project will include an increase in the use of dynamically generated website information, reducing workloads within secretariats and providing greater flexibility in delivering committee information. It is expected that this phase of the database project will be implemented by early 2008.
As flagged in the 2005–06 annual report, the procedural manual was finalised and distributed to all Committee Office staff in October 2006. The administration manual, which provides advice on administrative matters relating to committee activities, is substantially completed and will be circulated to staff after consultation.
Work on guidelines to assist committees when making decisions on privacy and other matters related to publishing submissions, particularly on the internet, has progressed.
Committee workloads continued to be uneven throughout 2006–07. While some committees struggled with a large number of active inquiries, others received limited work. The practice of reallocating staff from underutilised secretariats to those with heavier workloads was continued. This reallocation of staff extended to creating sub-secretariats where an inquiry was moved from a particularly busy secretariat to an underutilised one. Staff recognise the benefits to personal and corporate development from being exposed to the work practices of other committees. Requests from busy secretariats for assistance are now routine, and the response is ready, willing and cooperative. Although some concern is still expressed at the loss of 'corporate knowledge' for some inquiries, committee members have accepted that the process is managed so that any such loss is minimised and they appreciate the willingness of 'guest' staff.
The constriction of timeframes for inquiries, particularly legislation inquiries, also influenced the performance of the Committee Office. Some reporting dates preceded the passage of bills through the House of Representatives. The limited time to consider complex and often controversial legislation was noted by committees in reports and by senators in debate.
The short timeframes for inquiries often required committee staff to work long hours and, on occasion, weekends to ensure that committees met the deadlines and provided reports that canvassed and analysed the issues raised by witnesses. Nonetheless, committees sometimes expressed frustration that the reporting deadlines meant that some issues could not be addressed.
The impact on staff morale is particularly significant when there are substantial delays between the presentation of a report and the Senate debating the legislation.
The principal means of evaluating the performance of the Committee Office in supporting Senate and certain joint committees is the biennial senators' survey. The survey was conducted early in 2007 and showed high levels of satisfaction with the work of secretariats. The level of satisfaction can be determined from the views expressed in the open-ended comments in Figure 17.
Comment made in the chamber when a committee's report is tabled or debated is another source of evaluation. As was the case in 2005–06, senators were highly positive in their comments, some of which are again listed in Figure 17.
Informal feedback from witnesses also indicated satisfaction with their dealings with secretariat staff.
Figure 17 Senators' comments on Output Group 4 secretariats
A continuing challenge for the Committee Office is the uneven spread of work among committees. The key to responding to these fluctuating workloads is the staff.
The office will continue its flexible approach to allocating staff to best meet the needs of committees and ensure that draft reports are prepared to the highest quality possible within the timeframes set by the committees and the Senate. Training and development will be ongoing to encourage the retention of motivated staff with the skills necessary to meet these demands. The election period and the relatively quiet period at the commencement of a new parliament both present opportunities for such training. The election period is also an ideal time for staff to take extended leave.
The strong skills base of existing staff will be matched, where necessary, by recruiting staff with strong research, administrative, writing and procedural skills.
The office will continue to explore innovative ways of using information technology to reduce routine processing work and improve productivity.
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Click on the main picture to return to Photographs of American Indians : Gallery G - Page 7
Links to other pictures in this gallery are listed below picture.
If you are thinking of using this image, please read this. Thank you.
If you decide to use this list below as navigation, then please avoid pressing the mouse button on the large picture above, as this will result in returning you to the main gallery page and not the next picture. Don't forget to check out our Native American Jewelry, including Turquoise Jewelry. There is also a section where you can purchase possible bags and handmade barrettes.


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The remains of five human bodies were unearthed last week at Ignacio Intermediate School, where a construction crew was laying a sewer line, said La Plata County Coroner Jann Smith.
The bones are believed to be 50 to 75 years old, possibly from a family burial plot, she said.
No foul play is suspected.
The remains were found Thursday in a ballfield at the school, west of downtown Ignacio. They are expected to remain in the ground for a couple of weeks or longer until archaeologists can excavate them and move them to a new burial site, Smith said.
Investigators believe the remains belong to the Garcia family, she said. They are working to find descendents of the Spanish family, Smith said.
We think we know what family it is, but were trying to track down anybody who knows for sure thats the family, she said.
The Ignacio School District is converting the intermediate school into a new elementary school. The bones were discovered March 21, and construction stopped until Thursday, said Superintendent Rocco Fuschetto.
Construction has resumed on other parts of the building, he said.
The area will be sealed off until the bodies can be excavated, he said.
Sonar will be used to detect if other remains are buried on school grounds, he said.
It is too early to know if the construction schedule will be affected, he said. It is costing the school district money to excavate the bones, Fuschetto said.
Multiple state agencies have been notified, as required by law, Smith said. The Ignacio Police Department and the Southern Ute Indian Tribe have been notified. An anthropologist from Fort Lewis College is assisting, she said.
The remains need to be moved, because a playground and open field are slated for the area, Fuschetto said.
Were going to do this respectfully, he said. Were following all the protocols,


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Diablo 3 Producer: 'Color is Your Friend'
"One of the things that we considered when we were working on the visuals for Diablo III is the fact that color is your friend," Lee told MTV Multiplayer. "We feel that color actually helps to create a lot of highlights in the game so that there is contrast. A great analogy is like in Lord of the Rings—not everything is dark."
Following the debut of the game at the Worldwide Invitational, fans displeased by the game's vibrant new color palette issued a petition declaring that they "seriously want some changes in the artistic direction of the game so it could be more coherent and familiar with the Diablo universe."
Lee explained that the original Diablo had players "basically in a dungeon the whole time," whereas Diablo III brings the users outdoors, in dungeons, and numerous other areas. The team's goal, Lee said, is to bring variety to the game while ensuring that environments don't look too similar.
"What we also tried to do is create very clean textures so that you can really focus. It's a stylized feel and in that sense, it's very sort of a Blizzard philosophy," Lee added. "We think that Diablo III is going to be better in so many different ways. We're just building and improving upon the the first and second Diablo games."
"We're very involved, because everyone's very passionate about our games," he concluded. "We really want to get as much feedback as possible so that we can improve on the game and ensure that we meet Blizzard quality for our fans and for ourselves as players."
The new color palette isn't the only element of the game to spark heated discussion—a dedicated fan went to great lengths to analyze the sun's position relative to rainbow and shadow angles.


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Lonoke erupted with nine runs in the third inning and cruised to an 11-4 victory behind the pitching of right-hander Hannah Murray in the semifinals of the 2-4A District Tournament on Monday evening at the Heber Springs Sports Complex.
Lonoke erupted with nine runs in the third inning and cruised to an 11-4 victory behind the pitching of right-hander Hannah Murray in the semifinals of the 2-4A District Tournament on Monday evening at the Heber Springs Sports Complex. Murray, who limited Heber to only three hits while walking two and striking out four, also hurt the Lady Panthers with her bat, finishing 3-for-3 with 3 RBI – all in the third inning as the Lady 'Rabbits sent 13 batters to the plate. The Lady Panthers took a 1-0 lead in the top of the first inning as Skye Miller ripped a single up the middle and stole second, which set up a wild play. As Alexis Ingram drew a walk, Miller got caught up in a run-down between second and third. Miller proved too quick for the Lady 'Rabbits, escaping the run-down as Ingram alertly rounded first and took second with a head-first dive just ahead of Lonoke's tag. Miller sped home when Lonoke threw to second and she scored easily, giving Heber a 1-0 lead. Murray retired the next two batters, including one by strikeout, leaving Ingram stranded at second. Lonoke, which lost to Stuttgart 10-0 later Monday night in the district championship game, countered with one run on two hits in the bottom of the first inning. With the bases loaded and two out, Haylee Whitehurst worked an RBI walk that scored Charley Jo Chesney, who led off the frame with a single to center field. Heber reclaimed the lead in the top of the third as Miller once again sparked the Lady Panthers by reaching on a sharp ground ball turned error. Courtney Verser followed with a sacrifice-bunt that pushed the speedy Miller all the way around to third. Ingram drove home Miller with a sharp ground ball to the left side that was misplayed as the Lady Panthers took a 2-1 lead before Murray sat down two straight, including one by strikeout. Lonoke busted the game wide open with nine runs on eight hits in the bottom of the third, starting when Jasalyn Truelove singled to left field. Murray roped an RBI double to left center, scoring Truelove and tying the score at 2-all. After Katelyn James walked, Jessy Lewis' bunt was misplayed, which loaded the bases for Whitehurst, who drew a full-count walk that scored Murray's courtesy runner, giving Lonoke a 3-2 lead. Jerrelyn McCall followed with an RBI single to center field that plated Katelyn James then Candy James lifted an RBI sacrifice-fly to right field, scoring Lewis. Kayley Dozier added a well-placed bunt single that scored Whitehurst, who was hit in the hand as she slid home in front of third base player McKenzie Cresswell's flip to the plate. Lonoke then blitzed Heber with four consecutive hits, including three doubles as Chesney, Truelove, Murray and Katelyn James all hit the ball hard, driving home two more runs for a 10-2 lead. Heber scratched across one run in the top of the fifth as Miller worked a full-count walk and moved to second on a wild pitch, which set up Verser's RBI single. But, Murray pitched around an error to limit the damage and Lonoke added a run in the bottom half of the fifth when Katelyn James drove home Truelove, who walked to leadoff the frame. Down 11-3, the Lady Panthers scored one run in the top of the sixth as Cresswell was hit-by-a-pitch and moved to third on Sarah Peeler's deep fly-ball to left center, which was misplayed as two Lonoke outfielders collided. Madi Fires knocked home Cresswell with an RBI groundout to first base, but Murray would retire four of Heber's final five batters to close out the game. Heber (12-10) finished as the fourth seed in the district and will likely play Brookland in the first round of the regional tournament on Friday.


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For documentary purposes the German Federal Archive often retained the original image captions, which may be erroneous, biased, obsolete or politically extreme. Factual corrections and alternative descriptions are encouraged separately from the original description. Additionally errors can be reported at this page to inform the Bundesarchiv.
Original historic description:
Berlin, Familienszene
ADN-ZB Senft 8.7.81 Berlin: Das Jüngste steht im Mittelpunkt - nicht nur als Star des Fotos, sondern auch in der Familie Michalek.
|8 July 1981
|Deutsches Bundesarchiv (German Federal Archive), Bild 183-Z0708-012
|Senft, Gabriele
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Doctors said Lani is "never going to achieve anything." She defies their low expectations every day. She is a graceful gymnast and leads by example, mentoring other athletes.
Watch Lani DeMello take the floor and hear mom Ana talk about what Special Olympics has meant for Lani. View video
Remember Lani DeMello? She was born with intellectual disabilities and a heart defect, and her doctors didn't believe that she was ever going to amount to much. As they discharged Lani from the hospital as an infant, doctors told her mother, "Take her home. She's never going to achieve anything." Flash forward 25 years and Lani is a Special Olympics gold medalist many times over and a source of inspiration to her friends and family. Now, when not competing, Lani gives back to the community both through her work at a local health clinic and as a Special Olympics coach, serving as a mentor and role model to other athletes.
As a young girl, Lani showed an interest in dance and spent several years taking classes at a local ballet studio. Ana recalls watching her daughter's recitals and straining to see Lani at the back of the stage. Although she tried hard, Lani could never quite keep up with the other dancers and was never given the opportunity to shine. Then, when Lani was 13, a friend recommended that she sign up to participate in Special Olympics. There, Lani finally had the support she needed. The change, Ana says, was almost immediate. At Lani's first gymnastics competition, she won almost exclusively gold medals and, for the first time in her life, realized her own potential.
From that day on, Ana and her husband Donald made the commitment to drive their daughter 52 miles twice a week to the nearest gymnastics training facility in Georgia. To them, the commute was nothing if it meant that they could bring happiness and achievement into their daughter's life. Now, 52 miles seems insignificant when compared with the distances that Lani has traveled to compete nationally and internationally. Ana says she is still astonished at the opportunities her daughter has had in her life. "When you have a child with an intellectual disability, you think your world is going to be closed. Special Olympics has opened a whole new world for Lani and given her opportunities that we never dreamed would be possible for our daughter."
This summer, Lani will be traveling to the Special Olympics World Summer Games in Athens, Greece as an intern for the Special Olympics International Technical Delegate for Rhythmic Gymnastics, Cindy Bickman. There, she will be assisting Cindy with logistics and helping to prepare other athletes for competition. This should be a piece of cake for Lani – four years ago she received her coaching certification and has been assisting with the Georgia gymnastics program ever since.
The DeMellos are thrilled about this opportunity and are confident that their daughter will be an asset to the team. "Lani is such a great assistant," Ana says with pride, "She can be the performer and she can be the cheerleader." For her part, Lani is looking forward to sharing her experience and skills with her peers.
Unwilling to miss the action, both Ana and Donald will be accompanying their daughter to Greece to support her in her new role. While Ana performs her duties as the official hair and makeup artist for the U.S. gymnastic team, Donald will be helping to cheer the athletes on.
When not coaching or training, Lani applies her incredible discipline and drive to pursuits outside of athletics. Once a week, she works at a local health clinic pulling charts and interacting with patients. Ana says that employment brings Lani a lot of satisfaction and gives her the opportunity to display all the skills she has developed through Special Olympics. "Special Olympics is at the root of her success in a job environment. She is great at dealing with people and talking to people of all circumstances."
What does the future hold for Lani? The DeMellos have no doubt that their daughter will continue on her road to success, both as a coach and an athlete. Still, they maintain that Lani is more focused on the present and on doing her best each day. Regardless of what lies ahead, there is one thing, Ana says, of which they are sure. "Without Special Olympics, none of this would have been possible."
For every athlete like Lani DeMello there are many more we have not yet reached. Help us reach out to one more person who wants to participate in Special Olympics. Donate today.


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So we all know that the Hand Me Downs: A Poor Man's Heirlooms post was a huge wall of text, and that I'm breaking it down into class-sized pieces for you. No need to repeat all of that business, so here we go. Moving on to the next class in this series (in no particular order, I might add), we have: Paladins.
General Concept
The basic idea of what I call "hand-me-downs" (or HMD's) is that you're taking items that can be passed from one toon to the next (so Common, White-quality items) and enhancing them to make them better. Enhancements that we're going to talk about here come mostly from the Enchanting profession, though a few may also be found in Blacksmithing (counterweights, sheild spikes, etc), Leatherworking (armor kits), and Engineering (scopes).
The whole point here is to get low level gear that you can pass around to any alts that you ever roll to make them more powerful starting out. As Cynwise and I have proved through experiment in both PvE and PvP at low levels, it isn't heirlooms that make your character so overpowered, it's actually the enchants.
So if you're trying to decide on which class to role, or what to go take one for a test drive for 10 levels or so before deciding whether or not to keep them, this is a great way to get a feel for how the class is going to play for you without putting in investment that's going to be wasted. Since these items can be passed around due to their lack of binding, it's not a big deal to roll a character, gain a few levels, scrap them and reroll another, and so on until you find a nice fit.
Melee Weapons
Unlike casters, a melee class actually needs to look for good weapons in order to perform well. For a Paladin, we're looking for good damage slow speed. We don't necessarily want to stick with the same weapon from level 1-15 (or higher), because the damage itself needs to go up, so with melee classes you may want to consider multiple HMD's to upgrade to throughout the first 20 levels or so.
Once the LFG becomes available to you I strongly suggest you run through The Deadmines and Shadowfang Keep, as well as The Stockade and Blackfathom Deeps. Those dungeons have the best weapons you can find for your level. While some may not always perform as well as your HMD's, averaged out they most likely will. Remember that you're looking for big damage, slow speeds, and bonuses to Strength and Attack Power.
While HMD's are excellent at making your characters more powerful, when it comes to melee classes your weapons should be upgraded whenever possible, making HMD's have much shorter lifespans for melee classes. I don't bother with melee HMD's passed level 11-12, and I wouldn't suggest that you do so either unless you can't stand LFG and for some reason can't find a quest with a decent reward.
Melee Weapons (1H)
Fine Scimitar: [Lvl: -] 3-7 Damage (2.5 DPS), 1.90 Speed
Arcane Forged Axe: [Lvl: -] 2-5 Damage (1.7 DPS), 2.00 Speed
Studded Blackjack: [Lvl: 5] 5-11 Damage (4.4 DPS), 1.80 Speed
Cutlass: [Lvl: 10] 10-20 Damage (7.0 DPS), 2.20 Speed
Hatchet: [Lvl: 11] 12-25 Damage (7.4 DPS), 2.50 Speed
Scimitar: [Lvl: 14] 14-27 Damage (8.7 DPS), 2.30 Speed
Cleaver: [Lvl: 15] 14-27 Damage (9.2 DPS), 2.20 Speed
Double Axe: [Lvl: 19] 19-37 Damage (11.2 DPS), 2.50 Speed
Left-Handed Claw: [Lvl: 20] 12-23 Damage (11.7 DPS), 1.50 Speed
Right-Handed Claw: [Lvl: 20] 12-23 Damage (11.7 DPS), 1.50 Speed
I don't generally suggest leveling with one-handed weapons starting out because of their low damage compared to two-handers, but if you want to use a shield to help you level then these are your options.
Starting out I'd shoot for the Arcane Forged Axe since it's a vendor item compared to the Fine Scimitar being a drop. At level 5 you may want to upgrade to a Studded Blackjack or similar item for higher base damage, though it's not necessary if you have a decent enchant on the axes. For melee classes, I suggest Fiery Weapon as your initial HMD enchant, because it deals 40 Fire damage when it procs, and that proc can crit for 60 or 80 Fire damage instead. The damage from the proc is often enough to one-shot the mobs in your starting areas, and it quickly dispatches the mobs you'll face up to level 10 as well.
At level 10 you need to make a decision on your spec, and that determines which weapons you pursue from there on. Holy will want a one-handed weapon and a shield, though you don't really need to upgrade your weapons as often with Holy. Protection wants a solid one-hander and shield, and Retribution demands the nastiest two-hander you can find.
Melee Weapons (2H)
Bastard Sword: [Lvl: -] 5-8 Damage (2.1 DPS), 3.00 Speed
Broad Axe: [Lvl: -] 5-8 Damage (2.1 DPS), 3.10 Speed
Vile Fin Battle Axe: [Lvl: 4] 12-19 Damage (5.1 DPS), 3.10 Speed
Frostbit Staff: [Lvl: 5] 12-19 Damage (5.8 DPS), 2.70 Speed
Tabar: [Lvl: 9] 21-33 Damage (8.5 DPS), 3.20 Speed
Claymore: [Lvl: 10] 23-35 Damage (9.0 DPS), 3.20 Speed
Rock Hammer: [Lvl: 16] 37-59 Damage (12.5 DPS), 3.70 Speed
Battle Axe: [Lvl: 20] 46-70 Damage (15.3 DPS), 3.80 Speed
Here's quite a list of two-handers for you to choose from. Remember to take your racial modifiers into account when choosing your weapons. If you have a bonus when using certain types of weapons then try to stick to those weapons to maximize your performance in combat. Of course, there's nothing wrong with just going with whatever weapons look cool either.
For my melee toons I generally get a weapon that I can use at level 1 and then replace at 5, or one that I can use a level 3 and then replace at level 10-12. If you're going to stick to two-handers then I suggest upgrading to the Vile Fine Battle Axe or Frostbit Staff at level 5 and then the Claymore at level 10. You can probably last through most of your teens with the Claymore before replacing it with a dungeon drop or quest reward that offers more base damage and a decent stat boost to make giving up the enchant worth it.
If you aren't using LFG to level and you aren't having any luck with good weapons from your quest rewards, then you might consider upgrading to either the Rock Hammer or the Battle Axe as HMD's. I would strongly urge you to run dungeons at this level though as there are some excellent weapons to be found.
Enchanting Melee Weapons
As a melee Paladin, you're mostly interested in Strength enchants. Stamina is a good option as well, especially if you're going Protection as they seem to be taking more damage than the other low level tanks at the moment.
Protection and Retribution Enchants
Enchant Weapon – Crusader: Proc: +100 Strength for 15 sec., heals you for 75-125 (x2 crit)
Enchant Weapon – Lifestealing: Proc: Steals 30 health from the target (x2 crit)
Enchant Weapon – Strength: +15 Strength
Enchant Weapon – Fiery Weapon: Proc: +40 Fire damage (x2 crit)
The best source for Strength at low levels is Crusader with a +100 Strength proc. That's 200 Attack Power plus a heal when it procs that's going to have you one-shotting mobs left and right. If you go with a slow weapon, then Crusader is the one you want. If you're going with fast weapons, then you want either +15 Strength or Fiery Weapon.
I don't find Fiery to be quite as appealing for Paladins as I do the other melee classes, though I can't say for sure why that it. Lifestealing is a good backup for Crusader, as is the +15 Strength.
Holy Enchants
Enchant Weapon – Mighty Intellect: +22 Intellect
Enchant Weapon – Spell Power: +30 Spell Power
Enchant Weapon – Healing Power: +29 Spell Power
Enchant 2H Weapon – Major Intellect: +9 Intellect
In 3.5 the +30 SP was the go-to enchant for casters, but with the change to spell power Mighty Intellect has taken the lead. It's also the cheapest of the three options which makes it that much more appealing. You don't get quite as much spell power out of the deal, but you're trading 7-8 SP for 330 mana which is more than worth it for low level casters in my opinion.
Holy and Protection will both be using shields. Prior to level 10 I'd still us a two-hander for all three Paladin specs, but that's just me. If you want to use a shield before then, here's your list of HMD worthy shields.
Large Round Shield: [Lvl: -] 171 Armor
Dull Heater Shield: [Lvl: 5] 307 Armor
Standard Issue Shield: [Lvl: 5] 307 Armor
Wall Shield: [Lvl: 12] 480 Armor
Reinforced Targe: [Lvl: 19] 634 Armor
If you want to start off with a shield, then the Large Round is the one you want. The Dull Heater can be purchased at level 5, or you can do what I did and spend 18 seconds farming a pair of Standard Issue Shields outside of Scarlet Monetary. (Note: The area around SM changed from 4.0.3 to 4.0.3a, so these might not be available now.)
I've listed a couple of options for HMD's passed level 10 if you're going to roll as Protection, but you're probably better off sticking with your low level shield until you replace it with dungeon drops or quest rewards.
Protection Shield Enchants
Felsteel Shield Spike: Deals 26-38 damage when you block
Thorium Shield Spike: Deals 20-30 damage when you block
Mithril Shield Spike: Deals 16-20 damage when you block
Enchant Shield – Greater Stamina: +7 Stamina
The best option from a leveling perspective is to go with the biggest, nastiest shield spike you can find to slap on the most interesting-looking shield you have access to and then go stab some eyeballs out with the shield spikes while you're smashing faces with your weapon.
If you're worried about your health then get the Stamina enchant, but otherwise stick with the shield spikes.
Holy Shield Enchants
Enchant Shield – Vitality: Restore 4 health and mana every 5 seconds
Felsteel Shield Spike: Deals 26-38 damage when you block
Thorium Shield Spike: Deals 20-30 damage when you block
Mithril Shield Spike: Deals 16-20 damage when you block
Enchant Shield – Greater Stamina: +7 Stamina
Holy doesn't really have much trouble as far as mana is concerned at low level, so this one's a little rough. Better safe than sorry – the Vitality enchant is probably the best one overall. If you're going to do a lot of soloing then I would suggest a shield spike. The Stamina enchant isn't a bad option, but Paladins have the best low level survivability of every class in the game, so 70 HP isn't really all that important.
Armor isn't nearly as important as your weapons because in the levels that you'll use HMD's you should not have very many issues with survivability, making the armor stat much less impressive than it really is. The main benefit that you'll get from your HMD's then is actually the enchants that you place on them. The best-in-slot items for both chest and leg slots (that can be used at level 1) are interestingly cloth items; Haliscan Jacket and Haliscan Pantaloons.
And since the whole point of HMD's is to enchant them in order to make them more powerful than regular gear, we're not going to bother making HMD's that cannot benefit from enchants, or which benefit only a very small amount. So we're not going to look at Belts, jewelry or trinkets.
Mail Armor Set
Chest: Haliscan Jacket: 90 Armor (Cloth), Unadorned Chain Vest: 53 Armor
Legs: Haliscan Pantaloons: 77 Armor, Black Tuxedo Pants: 54 Armor, Unadorned Chain Leggings: 47 Armor
Waist: Unadorned Chain Belt: 30 Armor
Bracer: Unadorned Chain Bracers: 23 Armor
Gloves: Unadorned Chain Gloves: 33 Armor
Feet: Unadorned Chain Boots: 37 Armor
Back: Linen Cloak: 12 Armor
No surprises here, again we have the Blood Elf starting zone's vendor items. Warriors get better Rage if their armor is a somewhat slacking (at least they used to), and Paladins have plenty of self healing at their disposal, so I wouldn't bother replacing HMD's on either of them until you start to find superior dungeon drops or significant quest rewards.
I still get a little chuckle at the Haliscan Jacket/Pantaloons and Tuxedo Pants beat out even the best Mail options at level 1, so they're listed here as well even though they're cloth.
Holy Chest Enchants
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Major Mana: +100 Mana
Enchant Chest – Restore Mana Prime: Restore 7 Mana every 5 seconds [ilvl 35+]
The best choice here is +6 Stats which gives you 90 Mana and 6 Spell Power, though it can only be placed on the Haliscan Jacket. The +4 and +3 Stats enchants are listed for the same reason, providing both spell power and mana. Mana isn't nearly as big of an issue for a Paladin as it is for other classes, so the stats pull ahead here for me.
Protection and Retribution Chest Enchants
Enchant Chest – Exceptional Health: +150 Health [ilvl 35+]
Enchant Chest – Exceptional Stats: +6 All Stats [ilvl 35+]
Enchant Chest – Greater Stats: +4 All Stats
Enchant Chest – Stats: +3 All Stats
Enchant Chest – Major Health: +100 Health
The +150 Health enchant can only be placed on the Haliscan Jacket because it requires a minimum item level of 35 and the Haliscan is one of only two items you can wear at level 1 that meat that item level requirement. The other is an expensive gown purchased in Moonglade which is limited quantity and has a horribly long respawn time. To give you an example of how hard it is to find, I've been looking now for almost 5 weeks and I've never even seen it.
The best option for offense rather than survival is the +6 Stats which still gives you 60 Health, but also a fair amount of Attack and/or Spellpower. Like the +150 Health though, it toon can only be placed on the Haliscan Jacket.
The +4 Stats enchant is pretty hard to find and you're going to pay a pretty copper for it if you buy it on the AH, so you may want to settle for the much easier to obtain +3 Stats. The +100 Health isn't going to help you perform any better in combat, it's just survivability, so it's listed last.
Holy Bracer Enchants
Enchant Bracer – Healing Power: +15 Spell Power
Enchant Bracer – Greater Intellect: +7 Intellect
Enchant Bracer – Mana Regeneration: Restore 5 Mana every 5 seconds
I personally choose +15 SP for my bracer enchants, but the +7 Intellect enchant is a lot better now than it was before 4.0. You can either have 15 SP or you can have 7 SP and 105 Mana to go with it. It's up to you really, I just like to have that extra level of power from the 15 SP for my personal taste. If you do find mana issues, then the Mana Regeneration enchant is there to help you along.
Protection and Retribution Bracer Enchants
Enchant Bracer – Superior Strength: +9 Strength
Enchant Bracer – Superior Stamina: +9 Stamina
Enchant Bracer – Minor Agility: +1 Agility
Finally we come to a class that gets some real benefit out of that +9 Strength enchant. Unless you're in dire need of more health, the Strength enchant is the way to go. If you need survivability then the Stamina is a very solid choice as well, and if by some freak occurrence you can't find either of those, then the +1 Agility is better than nothing.
Holy Glove Enchants
Enchant Gloves – Healing Power: +16 Spell Power
Enchant Gloves – Minor Haste: +10 Haste
Casters have a lot of really good options here. The generic enchant of choice is Healing Power for +16 SP to all of your spells. Haste can help you in a few situations, though mostly in your reduced cast times.
Protection and Retribution Glove Enchants
Enchant Gloves – Greater Strength: +7 Strength
Enchant Gloves – Superior Agility: +15 Agility
Enchant Gloves – Minor Haste: +10 Haste
Enchant Gloves – Greater Agility: +7 Agility
Enchant Gloves – Threat: +2% Threat on all attacks
I generally prefer the +15 Agility enchant for my gloves, but the Strength classes don't get quite as much from Agility, so +7 Strength is a very solid option. Given that the two mail-wearing classes who'll be using your HMD's both benefit the most from strength, I'd say +7 Strength is the way to go here, or just reuse the +15 Agility Leather gloves you use on your other toons. I wouldn't bother enchanting both a leather and mail piece with +15 Agility unless you're just trying to burn through your enchanting mats.
Haste will give you a slight boost to your attacking speed, and will give a small benefit to your Rend damage (at least, I think bleeds benefit from Haste the same way DoT's do – could be wrong), and the +7 Agility is a decent substitute if you can't find the others.
I also listed the Threat enchant which I definitely recommend if you're going to be a tank. From what I've seen so far in low level LFG, Paladins have the best threat generation of all the low level tanks. That 2% Threat can probably solidify that for you if you find that you're having problems. Note that I give advice on this enchant and this situation based on my healing of tanks on my Resto Shaman twink, not from my experience tanking.
Leg Enchants
Light Armor Kit: +8 Armor to Chest, Legs, Hands or Feet
Medium Armor Kit: [Lvl: 5] +16 Armor to Chest, Legs, Hands or Feet
I'm going to go ahead and list these here just for the sake of completion. I don't use HMD pants because of the fact that these are the only enchants you can put on them. A little extra armor never hurt anybody, but it never really helps for your low level toons either. Not when we're talking about 8-16 points of it, at least. If you want to use them, then here they are.
Holy Boot Enchants
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit
Casters get the shaft on boot enchants, with nothing really standing out. I lean towards the speed increase for my personal use, but you might prefer the +5 Hit. Run Speed will help you quest and level faster, while Accuracy will help you kill faster, so the choice is yours. Accuracy will help if you're using Holy Shock offensively or when you're using Crusader Strike for additional Holy Power.
Protection and Retribution Boot Enchants
Enchant Boots – Greater Agility: +7 Agility
Enchant Boots – Minor Speed: +7% Run Speed
Enchant Boots – Lesser Accuracy: +5 Hit
Enchant Boots – Greater Stamina: +7 Stamina
Paladins still have nothing to help them close gaps when tanking and such, so I prefer Minor Speed for them to get whatever edge I can. The +7 Agility will give you better avoidance and also help with your melee crits, so it's a good choice as well. Hit is there if you need it, though you probably will not, and +7 Stamina is something to consider if you're going Prot.
Paladin tanks seem to take more damage than the others right now at low level, so I strongly recommend picking up extra Stamina where you can afford it if you're going to be a tank.
Cloak Enchants
Enchant Cloak – Stealth: +8 Agility and +8 Dodge
Enchant Cloak – Lesser Agility: +3 Agility
Enchant Cloak – Superior Defense: +70 Armor
Enchant Cloak – Subtlety: -2% Threat
As I've mentioned in the other HMD posts so far, the Stealth enchant made a surprise leap of awesomeness in 4.0.3a by switching from a lackluster enchant to the best-in-slot cloak enchant for the majority of low level play. You want it more than the others and that's really all there is to it.
If you can't find Stealth then the +3 Agility enchant would be my preference for Retribution while I would probably consider +70 Armor for Protection. Retribution can lay down a lot of damage in a really short time right now, especially if they store Holy Power from one fight to use at the beginning of another. For that reason you may consider Subtlety for Retribution, but you likely have enough survivability to handle pulling threat from time to time anyway if you'd rather go with one of the others.


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